Song-Roundels 


G 


and 


ames 


I  it 

BY 

HENRY  SUDER 


COPYRIGHT  1904 

BOARD  OF  EDUCATION 

Of  THE  CITY  or  . 

CHICAGO 


*~ 
T  r     $34- 

J.6  »W  fc  V 


Jn  sur  rltilitrrn  tltis 
is    nffcctirrnntclg   iifiii 


IV 

PREFACE. 

During  a  number  of  years  educators  in  all  parts  of  our  country  have 
endeavored  to  make  games  more  popular,  and  to  some  extent  good  results 
have  been  obtained.  Games  are  played  by  children  as  well  as  adults 
in  the  numerous  private  and  public  gymnasiums  and  on  the  play  grounds 
which  city  and  school  authorities  have  provided  for  the  general  public. 

In  these  gymnasiums  and  play  grounds  one  finds  children  of  various 
physical  conditions,  some  strong  and  some  weak,  and  it  therefore  fol- 
lows that  when  games  are  played  without  system  and  supervision,  the 
strong  eventually  become  the  main  participants  and  the  benefits  which 
should  be  shared  equally  by  all  are  reaped  by  the  strong  alone. 

It  is,  therefore,  apparent  that  some  one  is  needed  to  supervise,  guide, 
and  introduce  games,  and  to  do  this  he  must  be  interested  in  the  work,  must 
understand  the  games,  and  must  have  played  them  himself. 

And  it  is  as  a  guide  to  these  instructors  that  I  have  conceived  the 
idea  of  arranging  and  composing  the  games  found  in  this  little  book. 

The  games  herein  contained  are  song-games,  roundels  (Reigen),  ac- 
companied with  vocal  music,  class,  competitive,  and  antagonistic  games. 
Some  of  the  songs  I  translated  from  the  German,  others  are  original,  but 
all  are  written  to  well  known  melodies.  To  some  extent  the  games  are 
graded,  but,  on  the  whole,  I  have  left  it  to  the  judgment  of  the  instructor 
to  select  those  suitable  for  his  purpose. 

This  book  certainly  makes  no  pretence  of  exhausting  the  category 
of  games  and  roundels,  yet  I  hope  it  will  find  friends  among  educators 
and  serve  the  author's  purpose,  that  of  popularizing  the  systematic  playing 
of  games. 

I  here  take  the  opportunity  of  thanking  all  my  friends  and  colleagues, 
especially  Carl  A.  Cobelli,  for  the  kind  assistance  they  have  given  me  in 
arranging  these  games. 

HENRY  SUDER. 
Chicago,  July,  1904. 


INDEX 


SONG  GAMES.  Page 

Crickets  and  Bees 12 

Farmer  is  Corning,  The 13 

Frogs    and    Birds 12 

Goose  Thief  1 1 

Hunter  and  Dog 9 

O  Dear  Sister,  Dance  With  Me 20 

Playing  in  the  Garden 19 

Rabbits  in  the  Hollow 10 

Sailor  Boy,  The 16 

Sim  Serim   14 

Teacher,    The 18 

Two  by  Two  We  March  and  March -. :  •. 15 

SONG  ROUNDELS. 

Come  On,  Be  Merry 36 

Forward,  On ! 43 

May    Song 31 

Seasons,  The 23 

Song  That  is  Ringing 26 

Spring  Wanderings 29 

Spring  Time   40 

When  Girls  Meet  Boys  in  Merry  Round 21 

With  Hundred  Thousand  Voices '. 38 

Youth's    Happiness 34 

REMARKS  ON  FANCY  STEPS 46 

GAMES. 

Introductory   Remarks 48 

COMPETITIVE  GAMES  IN  THE  CLASSROOM 48 

Competitive  Races 50 

Desk  Games,  A  1-8 49 

Desk  Games,  B   1-8 49 

Relay  Races 50 

COMPETITIVE  GAMES  WITH  WANDS,  DUMB-BELLS,  ETC 52 

BEAN  BAG  GAMES. 

Center-Bag    53 

Odds  and  Ends 53 

Relay  Passing  of  the  Bean  Bag  VIII.-XII 54 

Teacher   52 

Tossing  the   Bag 53 

Zig-Zag-Bag  53 

PREPARATORY  EXERCISES  FOR  BALL  GAMES 55 

BALL  GAMES. 

Ball  Over  the  Rope,  A 66 

Ball  Over  the  Rope,  B 66 

Bounce  Ball  65 

Boy  and  the  Hornet's  Nest,  The 61 

Captain    Football    58 

Combination  Captain  and  Basket  Ball 62 

Dodge  Ball,  A 64 

Dodge   Ball,   B 65 

Flying  Ball 57 

Guess    Ball 57 


VI 

Page 

Hand  Polo 60 

Hand  Tennis 60 

Indoor  Basket  Baseball 61 

Medicine    Ball 63 

Rider  Ball 58 

Running  the  Gauntlet 59 

Siege  of  the  Fort 64 

Single  Base  Strike  Ball 61 

Traveling  Ball,  The 57 

COMPETITIVE  RUNNING  GAMES. 

Dumb-bell   Races 67 

ANTAGONISTIC  GAMES. 

Forcing  Out  of  Circle 68 

Pulling 68 

Pulling  with  Hopping 69 

Pushing  68 

Pushing  with  Hopping  (Rooster  Fight) 68 

ANTAGONISTIC  GAMES  WITH  APPARATI. 

Grip  Test , 70 

Pull  and  Raise 69 

Pushing  With  Wand 69 

Pushing  With  Two  Warids 69 

Tug  of  War 69 

Wand    Wrestling 70 

Wrestling  in  a  Circle 70 

Wrestling  in  a  Triangle 70 

CLASS  GAMES. 

Attack  on  the  Castle 73 

Beetle  Goes  Around 71 

Black    and    White 72 

Bogey-Man   73 

Cat  and  Mouse 7O/ 

Catching   Fish 72" 

Come    Along 71 

Variations  to  Come  Along 71 

Forming  a  Chain,  A 71 

Forming  a  Chain,  B 72 

Fox  in  His  Den 75 

Variations  to  Fox  in  His  Den 75 

Gardener  and  Tramp 71 

Hawk  and   Hen 72 

Hound   and   Hare 73 

Last  Couple  Out 74 

Policeman  and  Robber 75 

Rabbits    74 

Three   Deep 72 


VII 


CLASSIFICATION  OF  GAMES. 
I.  SONG  GAMES. 

FIRST  AND  SECOND  GRADES. 

Page 

Hunter  and  Dog 9 

Rabbit  in  the  Hollow 10 

Goose  Thief n 

Frogs  and  Birds 12 

Crickets  and  Bees 12 

The  Farmer  is  Coming. 13 

Playing  in  the  Garden 19 

BEAN  BAG  GAMES. 

Teacher    52 

Tossing  the   Bag 53 

Zig-Zag-Bag  53 

Center    Bag 53 

Relay  Passing  the  Bean  Bag  6  and  7 54 

COMPETITIVE  GAMES. 

Desk   Games   A,    1-8 49 

Desk  Games   B,   1-8 49 

Competitive  Races,  1-5 50 

CLASS  GAMES. 

Come    Along 71 

Cat  and  Mouse 70 

Gardener  and  Tramp 71 

Black  and  White 72 

Bogey-Man 73 

Last  Couple  Out 74 

Beetle  Goes  Around 71 

THIRD  AND  FOURTH  GRADES. 

NOTE — It  is  left  to  the  teacher  to  repeat  some  of  the  games  enumerated  for 
the  pupils  of  the  first  and  second  grades  before  beginning  new  games. 

SONG  GAMES. 

Sim-Serim 14 

Two  by  Two  We  March  and  March  (Second  and  Third  Grades) 15 

The  Sailor  Boy   (Second  and  Third  Grades) 16 

The  Teacher . . . .  „ 18 

O,  Dear  Sister,  Dance  With  Me 20 

SONG-ROUNDELS. 

When  Girls  Meet  Boys  in  Merry  Round , 21 

Come  On,  Come  On,  Be  Merry 36 

The  Seasons 23 

BEAN   BAG  GAMES. 

Odds  and  Evens 53 

Relay  Passing  the  Bean  Bag  VIII— XII 54 


VIII 

Page 
COMPETITIVE  GAMES. 

Relay-Races 50 

Competitive  Games  with  Wand  and  Dumb-bells 52 

Competitive  Running  Games 67 

Dumb-bell    Races 67 

ANTAGONISTIC  GAMES. 

Pushing 68 

Pulling 68 

Tug  of  War 69 

Pull  and  Raise 69 

Pushing  with  Wand 69 

Pushing  with  Two  Wands 69 

Grip   Test 70 

BALL  GAMES. 

Traveling  Ball 57 

Guess   Ball 57 

CLASS  GAMES. 

Variations  to  Come  Along 71 

Hound  and  Hare 73 

Forming  a  Chain,  A 71 

Forming  a  Chain,   B 72 

Catching   Fish 72 

Hawk  and  Hen 72 

Policeman  and  Robber 75 

FIFTH   AND  SIXTH   GRADES. 

NOTE — The  teacher  may  repeat  some  of  the  games  enumerated  for  the  Third 
and  Fourth  Grades  before  beginning  new  games.     Almost  all  games  are  suitable. 

SONG  ROUNDELS. 

Youth's  Happiness 34 

With  Hundred  Thousand  Voices 38 

Springtime 40 

ANTAGONISTIC  GAMES. 

Pushing  with  Hopping 68 

Forcing  Out  of  Circle 68 

Pulling  with  Hopping 69 

Wand  Wrestling 70 

BALL  GAMES. 

Captain  Football 58 

Running  the   Gauntlet 59 

Boy  and  the  Hornets'  Nest,  The 61 

Single  Base  Strike  Ball 61 

Siege  of  the  Fort 64 

Dodge  Ball,  A 64 

Dodge  Ball,   B 65 

CLASS  GAMES. 

Three  Deep 72 

Attack  on  the  Castle 73 


t  IX 

SEVENTH  AND  EIGHTH  GRADES. 

NOTE — The  teacher  may  repeat  some  of  the  games  of  the  Fifth  and  Sixth 
Grades  before  beginning  new  games. 

All  song-roundels,  all  class  games,  as  well  as  antagonistic  and  ball  games.  The 
competitive  games  enumerated  for  the  Third  and  Fourth  Grades  will  be  found 
interesting  for  the  pupils  of  the  Seventh  and  Eighth  Grades,  also. 

SONG-ROUNDELS. 

Song  That  is  Ringing 26 

Spring  Wanderings 29 

May  Song 31 

Forward  On 43 

ANTAGONISTIC  GAMES. 

Wrestling  in  a  Circle 70 

Wrestling  in  a  Triangle 70 

BALL  GAMES. 

Rider  Ball 58 

Hand  Tennis 60 

Hand    Polo 60 

Indoor  Basket  Baseball 61 

Combination  Captain  and  Basket  Ball 62 

Medicine    Ball 63 

Ball  Over  the  Rope,  A 66 

Ball  Over  the  Rope,  B 66 

Bounce  Ball 65 

CLASS  GAMES. 

Rabbits 74 

Fox  in  His  Den 75 

Variations  to  Fox  in  His  Den 75 


,O,      I     am    a     hun-ter  with  dog  aud  with  gun— hal-loo !  We 


are   on   the  way  at    the      ris-ing  of  sun —  hal  -  loo! 


The 


•i_g  r  r  f~ 

t/— b— t^^-kzz  u    i/ 


geese  in   the   air  and  the  ducks  in  the  pond,  The  snipes  and  the  part-ridge  in 


-*< !v 


field  we  hunt, hal-loo!  bang,bang,bang,bang,hal-loo! bang,bang,bang,bang ! 


STANZA  II. 

O,  I  am  a  hunter  with  dog  and  with  gun — Halloo ! 
We  are  in  the  forest  at  rising  of  sun — Halloo! 
We  are  hunting  the  coon  and  the  fast  running  hare. 
The  cunning  red  fox  and  the  slow  trotting  bear, 

Halloo!  bang,  bang,  bang,  bang! 

Halloo !  bang,  bang,  bang,  bang ! 


GAME. 

The  children  are  arranged  in  a  flank  circle,  with  hands  joined.  The 
circle  moves  in  one  direction,  while  the  hunter  and  his  dog  (two  children 
chosen  from  the  number  playing),  move  in  the  opposite  direction  on  out- 
side of  circle.  The  children  are  given  the  names  of  animals  indicated 
in  the  song.  All  sing  the  song,  and  at  the  mention  of  the  animals'  names 
the  children  representing  these  animals  run  out  of  the  circle,  imitating 
the  animals'  movements.  Thus  in  the  first  stanza  the  children  representing 
ducks,  snipes  and  partridges  run  out  with  waving  arms  upward  and 
downward  in  the  sideward  position. 

At  the  first  "bang"  the  dog  gives  chase  to  the  children  outside  of 
circle,  catching  as  many  as  he  can;  at  the  last  "bang"  the  hunter  assists 
the  dog  but  is  privileged  to  but  one  child.  Those  caught  must  seat  them- 
selves on  the  floor  within  the  circle.  The  others  rejoin  the  circle.  After 
both  stanzas  have  been  sung,  another  hunter  and  dog  are  chosen  and  the 
game  begins  anew. 


RABBIT  IN  THE  HOLLOW. 


*=z 


1.     Rab  bit  in    the   hoi-low   sits  and  sleeps.      O  poor  nib  bit,  are  you    ill 


that  you  can-not  roam  at  will?    Rabbit,  hop!    Rabbit,  hop!  Rab-bit,  hop! 


STANZA  II. 

Rabbit,  of  the  dog  beware  to-day, 

For  his  teeth  are  sharp,  I  say ; 

You  would  better  run  away, 

Rabbit,  run!    Rabbit,  run!    Rabbit,  run! 

STANZA  III. 

Rabbit,  from  the  hunter  quickly  hide, 

He  will  kill  you  with  his  gun, 

If  you  do  not  hide  and  run. 

Rabbit,  hide !    Rabbit,  hide !    Rabbit,  hide ! 


GAME. 
STANZA  I. 

The  hollow  is  formed  by  a  number  of  children  arranged  in  a  circle, 
who,  with  joined  hands,  march  and  sing  the  song.  One  child,  the  rabbit, 
sits  in  the  center,  eyes  closed.  At  the  words  "Rabbit  hop!"  the  rabbit 
quickly  jumps  up  and  hops  around.  Meanwhile  the  children  in  the  circle 
may  stand  still  or  march  on.  At  the  end  of  a  stanza  the  rabbit  selects 
one  of  the  children  to  exchange  places  with  him. 

STANZA  II. 

Like  Stanza  I,  but  at  the  word  "run!"  the  rabbit  runs  about  within 
the  circle. 

STANZA  III. 

Like  Stanza  I,  but  at  the  word  "hide!"  the  circle  contracts  as  if  to 
hide  the  rabbit.  The  joined  hands  of  the  children  are  raised  upward. 


•II 


GOOSE  THIEF. 


^ 


1.  Fox,    the    fann-er's  goose   is      sto  -  len,    Did    you  steal     it.     say? 


=|i=3t 


i=3t 


S 


^ 


Did    you  steal    it,      say?          You  were    near  the    barn,     I      saw    you, 


m 


i 


Just    the     oth  -  er     day. 


There  stands  the    fox        in    shame, 
And       he      de  -  serves   the   blame. 


STANZA  II. 

Fearful  is  the  farmer's  dander, 
Deadly  is  his  gun, 
So  give  up  the  stolen  gander, 
Or  your  race  is  run ! 

REFRAIN  : 

There  stands  the  fox  in  shame, 
And  he  deserves  the  blame. 
There  stands  the  fox  in  shame, 
And  he  deserves  the  blame. 

NOTE. — The  first  two  stanzas  to  be  sung  in  succession.  The  refrain 
to  be  sung  only  after  the  second  stanza. 

An  uneven  number  of  children  walk  with  hands  joined  in  a  circle 
and  sing  the  first  and  second  stanzas.  At  the  words  "Or  your  race  is  run" 
each  runs  for  a  partner.  The  one  who  is  left  is  the  goose-thief.  All  walk 
towards  him  and,  pointing  at  him,  sing  the  refrain. 


— 12 — 

FROGS  AND  BIRDS. 


*— *- 


s 


1.  Some  frogs  have  hopped  up  from    the    bay:  qua  qua  qua  qua  qua  qua. 
O,    please,  don't  let    them  get        a  -  way:  qua  qua  qua  qua  qua  qua. 

STANZA  II. 

The  little  bird  hops  on  the  ground,  tip,  tip,  tip,  tip,  tip,  tip. 
So  soft  you  can  not  hear  a  sound,  tip,  tip,  tip  tip  tip  tip. 

The  children  form  a  circle ;  one  half  of  them  representing  the  frogs, 
the  other  half  the  birds.  The  frogs  are  in  the  right,  the  birds  in  the  left 
half  of  the  circle.  At  the  words  "qua,  qua,"  the  frogs  one  after  another 
leap  into  the  circle,  and  at  the  last  "qua"  the  last  frog  must  again  be  in 
place.  Then  follow  the  birds  on  tip-toe,  arms  raised  sideways,  as  if  flying. 


CRICKETS  AND  BEES. 

STANZA  I. 

The  cricket  sings  his  little  song,  chirp,  chirp,  chirp,  chirp,  chirp,  chirp. 
And  hops  about  the  whole  day  long,  chirp,  chirp,  chirp,  chirp,  chirp,  chirp. 

STANZA  II. 

The  honey-bee  at  ev'ry  hour,  hum,  hum,  hum,  hum,  hum,  hum, 
Flies  busily  from  flow'r  to  flow'r,  hum,  hum,  hum,  hum,  hum,  hum. 

The  game  is  the  same  as  "Frogs  and  Birds,"  but  the  alternate  ones 
in  the  circle  are  crickets,  the  others  bees.  If  the  circle  consists  of  boys 
and  girls,  the  boys  are  the  crickets  and  the  girls  the  bees. 

NOTE  TO  STANZA  I. 

The  pupils  move  with  follow-step  (page  — )  sideways  and  rise  on 
toes  in  the  circle.  At  the  word  "chirp"  the  crickets  bend  knees  deeply  and 
hop  to  the  center,  forming  an  inner  circle.  At  the  last  "chirp"  they  face 
about;  the  others  remain  in  place,  bending  knees.  At  the  repetition  of 
"chirp"  the  crickets  hop  back  to  their  places  in  the  circle. 

NOTE  TO  STANZA  II. 

Like  Stanza  I,  but  the  bees  fly  with  gallop-hopping  alternately  (page 
46),  and  with  moving  of  the  arms  imitating  flying  to  the  circle. 


— 13— 


THE  FARMER  IS  COMING. 


Fi*t=^E-*E 

—  r*  —  i  ^  —  J*  —  J  — 

-J  —  J  —  j—  *- 

*H 

Ltr  J3 

1.  The      farm  -  er 

is     com  -  ing,    the     farm  - 

er       is     here!      "V 

rith 

IT   >                                                      A 

P         r 

^ 

^£  T        r^                  r^                  i 

• 

CCO       t            i            u 

'5  h  *  h  ?— 

—  •  ^  -^  

• 

ap   -  pies     ripe      i 

-U  *  *  y  ^-J 
ind    pears    and    plums    and 

1  V  
oth  -    er       fruit 

,* 

to 

y,        p        \        /x 

K              N            -. 

\           ft        ft 

/Kb    j  £  —  £  —  f 

1—  w  zP  P  1  P— 

3  J  —  P  —  , 

•w  —  "  —  •  —  *— 

—  •  —  •      , 

—  ^  —  *  —  • 

town  he  comes;  The    farm  -  er        is     here,     The    farm  -  er      is      here! 


STANZA  II. 

He  plows  and  he  sows  and  he  sings  in  the  field, 
And  when  the  grain  is  ripe  in  fall, 
He  comes  to  town  to  sell  it  all ; 
The  farmer  is  here, 
The  farmer  is  here, 

GAME. 

Two  ranks,  facing  each  other,  stand  four  feet  apart,  singing  the 
above  song.  At  the  words  "with  apples  ripe"  the  first  of  each  rank  join 
hands  and  hop  through  the  center,  taking  place  in  rear  of  their  respective 
ranks. 

At  the  words  "the  farmer  is  here"  all  may  clap  hands ;  then  the  next 
couple  follows.  This  is  continued  until  all  are  in  place  again. 

NOTE. — Hopping  may  be  done  either  sideways  or  forward. 


—14— 


SIM   SERIM. 


* 


rr^i=£^=fefep^sj 


V4    MJ     J-          '    I    L>     U     I    H-=  TT? J^ 

1.   I     am    a    mer-ry      lit  -  tie  boy,     Sim    ser  -  im     aim    aim  aim;  These 


•E-E-T- 


ex  -  er  -  cia  -  es       I       en  -  joy,     aim      ser  -  im     sim     sim      sim.     I 


f  —  F  —  P  —  P  P~  —f—  —- 

/  J   |  —  ^ 

gr  E  g  "  E-- 

wish  you  all    to 

t  —  c  —  h  —  r  r  —  ^  —  v  —  P-4 

JC  *  V  +  1  +  f  E  l^-J- 

fol  -  low  suit  in  move-  men  ts  I  shall 

• 

*  *  ^  —  1 

ex  -  e  -  cute. 

—  ?  —  1  —  H 

sim       ser  -  im     sic 

=e  —  \>  1  •  w  zz^ 

i  sim  aim  sim,  sim  ser  -  im  sim 

^     J     II 

sim   sim. 

GAME. 

The  children  are  arranged  in  a  circle,  hands  joined.  One  selected 
by  the  teacher,  stands  in  the  center.  At  the  first  eight  counts  all  except 
the  center,  who  remains  in  place,  step  sideways  with  follow-step.  At 
"sim  serim"  the  center  pupil  practices  an  exercise  and  all  others  follow  his 
example.  At  the  next  eight  counts  walk  sideways  with  follow-step.  At 
"sim  serim"  the  center  shows  the  same  exercise  and  the  others  follow. 
At  the  words  "I  wish  you  all  to  follow  suit"  all  except  the  center,  who 
remains  in  place,  execute  one-quarter  turn  and  march  in  flank  circle.  At 
the  last  word  all  turn  towards  the  center.  At  "sim  serim"  the  center 
practices  a  different  exercise  and  all  others  practice  the  same.  Then  the 
center  steps  into  the  circle,  and  another  is  selected,  who  has  to  show  new 
exercises. 

NOTE. — The  center  alone  may  sing  the  song,  while  the  others  sing 
the  chorus. 


—15— 


TWO  BY  TWO  WE  MARCH  AND  MARCH. 


1.  Two    by  two  we  march  and  march,  Turn     a-round  and  form  an  arch. 


I 


£ 


Bend  your  knees  and  jump  to     stand,  Strad-dle  legs,  trunk    for  -  ward  bend, 


Raise  your  arms  and  face   a  -    bout,        tip  -  toe  stand,  or     you  are  out. 

STANZA  II. 

Two  by  two  we  join  the  hand, 
Circle  round,  then  frontward  stand. 
Raise  left  leg  and  hop  on  right, 
Bend  trunk  forward,  close  feet  tight, 
Raise  your  arms  and  face  about, 
Kneel  with  grace,  or  you  are  out. 

STANZA  III. 

Two  by  two  we  frontward  turn, 
Hopping-step  you  next  must  learn. 
Bend  trunk  sideways,  try  your  best, 
After  this  you  all  may  rest, 
Raise  your  arms  and  face  about, 
Forward  lunge,  or  you  are  out. 

GAME. 

The  children  are  arranged  in  ranks  of  two,  hands  joined  or  arms 
crossed  to  a  chain,  etc.  The  column  may  march  up  and  down  or  in  a 
circle,  as  space  permits.  In  a  classroom  the  circle  is  perhaps  the  best. 
The  exercise  may  be  arranged  to  suit  the  text,  as  for  instance:  During 
the  first  two  measures  (8  counts)  the  pupils  march,  during  the  next  two 
they  stand,  forming  an  arch,  or  they  may  march  on,  forming  an  arch  at 
the  word  "arch."  The  first  four  measures  are  repeated.  At  the  words 
"bend  your  knees"  the  knees  must  be  bent,  at  "jump  to  stand,"  "straddle 
legs"  and  "bend  trunk  forward,"  etc.,  the  corresponding  movement  is  to 
be  executed. 

NoTjE. — In  a  classroom  not  all  the  pupils  can  take  part  at  the  same 
time;  those  who  do  not  exercise  ought  to  stand  along  the  wall,  singing 
and  be  prepared  to  take  the  place  of  those  exercising. 


THE  SAILOR  BOY. 


1.    I'm      lit   -    tie     John  -  ny       Sail    -  or      Boy,       one,    two,    three, 


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yo    -    ho,       And      know     you      al    -    so      will        en  -    joy,       Be  - 


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long-ing    to   our  crew,       yo    -  ho,      yo  -  ho,      Be  -  long  -  ing      to      our 


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crew 


,  yo  -   ho,     yo  •    ho,        yo  -  ho,      Be  -  long  -  ing     to      our    crew. 


STANZA  II. 

Now  clear  the  ship,  the  gangway  free, 

One,  two,  three,  yoho. 

Come  quickly,  who  will  sail  with  me, 

As  one  of  our  crew. 

Yoho,  yoho, 

As  one  of  our  crew,  yoho, 

Yoho,  yoho, 

As  one  of  our  crew. 


STANZA  III. 

"Heave  anchor!"  sounds  the  captain's  cry, 

One,  two,  three,  yoho. 

And  hoist  the  stars  and  stripes  on  high, 

The  pride  of  our  crew. 

Yoho,  yoho, 

The  pride  of  our  crew,  yoho, 

Yoho,  yoho, 

The  pride  of  our  crew. 


STANZA  IV. 

When  we  at  sea  a  vessel  spy, 

One,  two,  three,  yoho. 

We  give  the  signal  "ship  ahoy," 

And  cheer  the  passing  crew, 

Yoho,  yoho, 

And  cheer  the  passing  crew,  yoho, 

Yoho,  yoho, 

And  cheer  the  passing  crew. 

GAME. 

Any  number  of  children  form  a  front  circle,  facing  the  center.  One, 
the  sailor  boy,  stands  in  the  center.  All  stand  in  side-straddle  position, 
hands  joined. 

STANZA  I. 

The  sailor  boy  sings  the  first  and  third  lines  of  every  stanza.  All 
sing  the  remaining  lines.  At  the  words  "And  know  you  also  will  enjoy," 
the  sailor  boy  selects  a  number  of  children  who  form  a  second  circle  within 
the  first.  The  outer  circle  is  again  closed,  and  at  the  words  "Yoho,  yoho," 
etc.,  bend  knees  and  trunk  alternately,  imitating  the  movement  of  a  ship. 
Instead  of  the  last  movement  the  following  may  be  taken :  Hop  forward 
on  left  leg,  right  leg  raised  backward,  hands  placed  on  right  hip;  then 
change  by  hopping  on  right  leg,  left  leg  raised  backward,  hands  placed  on 
left  hip. 

STANZA  II. 

Like  Stanza  I.  At  the  words  "Now  clear  the  ship,"  the  children 
swing  their  arms  as  though  moving  things  out  of  the  way.  At  the  words 
"Come  quickly  who  will  sail  with  me,"  a  few  more  of  the  outer  circle 
may  join  the  inner  circle.  At  the  words,  "Yoho,  yoho,"  see  Stanza  I. 

STANZA  III. 

Like  Stanza  I.  At  the  words  "  'Heave  anchor !'  sounds  the  captain's 
cry,"  the  children  of  the  inner  circle  move  their  arms  as  though  pulling 
up  the  anchor.  At  the  words  "And  hoist  the  stars  and  stripes,"  etc.,  the 
children  of  the  outer  circle  move  their  arms  as  though  hoisting  the  flag. 
The  movements  are  continued  till  the  stanza  is  ended. 

STANZA  IV. 

Like  Stanza  I.  At  the  words  "Ahoy,"  all  children  shout  "ahoy" 
through  their  hands.  At  the  words  "And  cheer  the  passing  crew,"  the 
children  wave  hands  (greeting).  At  "Yoho,  yoho,"  see  Stanza  I. 


THE  TEACHER 


1.   The  teach-er,  the  teach-er  know  show  to  play  a  game,  We   fol-low,  we 


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And  he  who  does  it  with  most  grace  May  quickly  take  UM  teacher's  place. 

GAME. 

A  number  of  children  form  a  front  circle  facing  outward.  Hands 
are  joined.  One  of  the  participants,  the  teacher,  stands  in  the  center. 
With  the  song  the  children  walk  sideways  with  follow-step,  left  or  right. 
At  the  words  "we  follow,  we  follow,"  they  face  about,  join  hands,  and 
continue  walking.  At  the  words  "Tra  la,"  the  teacher  takes  a  pose 
and  the  pupils  quickly  follow.  At  the  repetition  "Tra  la"  the  teacher 
takes  a  second  pose  which  the  children  again  follow.  At  the  words  "And 
he  who,"  etc.,  the  teacher  selects  one  of  the  children  to  exchange  places 
with  him.  Each  successive  teacher  must  take  new  poses. 


PLAYING  IN  THE  GARDEN. 


1.    We're  play-ing  in  the  gar-den  up^  on  the  lawn  so  green ;  We're  mov-ing  in   a 


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dance  a  mer  -  ry  round  with  me,  as    in  days  of  sun  -  shine  the  mer  -  ry  bee. 


We're  singing,  dancing,  jumping, 

And  joining  hand  in  hand, 

No  one  will  leave  this  circle 

Till  he  is  told  to  stand. 

O,  dear  sister,  come  and  see, 

Turn  and  jump  around  with  me, 

As  in  days  of  sunshine  the  merry  bee. 


GAME. 
STANZA  I. 

Arrange  two  circles,  one  within  the  other.  Twelve  children  form 
the  outer  and  four  the  inner  circle.  All  march  sideways  with  joined 
hands.  At  the  words  "O,  dear  sister,"  the  children  of  the  inner  circle 
selecte  a  partner  from  among  those  of  the  outer  circle  and  dance  about. 
The  pupils  not  chosen  from  the  outer  circle  remain  in  place,  singing.  The 
singing  may  be  accompanied  with  clapping  of  hands.  The  four  children 
chosen  now  form  the  inner  circle,  and  the  play  goes  on 

STANZA  II. 

Like  Stanza  I,  but  at  the  words  "O,  dear  sister,"  the  outer  circle  will 
kneel  on  one  knee,  arms  raised  to  a  certain  position,  or  clap  hands  as  in 
Stanza  I. 

NOTE. — The  first  two  measures  (8  counts)  may  be  executed  by  fol- 
low-step  sideways,  the  next  two  by  walking  forward,  hands  always  joined. 
In  the  second  Stanza  a  changing  step  may  be  practiced  during  the  first 
two,  and  light  clapping  during  the  second  two  measures.  The  outer 
circle  may  move  to  the  left,  the  inner  to  the  right. 


20 

O  DEAR  SISTER,  DANCE  WITH  ME. 


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For  -  ward  once,    back-ward  too,    Turn     a  -  round  and    that   will    do. 

STANZA  II. 

That  was  very  nicely  done, 
And  we  all  enjoyed  the  fun. 
Forward  once,  backward,  too, 
Turn  around  and  that  will  do. 

STANZA  III. 

Now,  once  more  the  pretty  game; 
All  the  children  like  the  same. 
Sideways  once,  back  to  place, 
Turn  around  with  easy  grace. 

GAME. 

A  number  of  children  are  arranged  in  two  opposite  front  ranks,  A 
and  B.    About  8  steps  between  the  ranks.    Hands  are  joined. 


STANZA  I. 

1.  Rank  A  forward  with  change  step. — 16  counts. 
Then  join  hands  with  opposite  member. 

2.  The  couples  step  sideways  and  swing  other  leg  sideways  in  front 
of  body  (all  in  the  same  direction),  then  repeat  same  in  opposite  direction. 
— 8  counts. 

3.  Rank  A  executes  a  continuous  turn  back  into  position. — 8  counts. 
REMARK. — This  turn  may  be  executed  with  or  without  change  step. 

STANZA  II. 
i.     Like  Stanza  I,  but  rank  B  move  forward  with  change-step. 


— 21  — 

STANZA  III. 

1.  Both  ranks  move  forward  with  change  step. — 8  counts. 

Then  couples  join  right  hands  and  circle  once  around  with  change 
step. — 8  counts. 

2.  Like  Stanza  I.-2 — 8  counts. 

3.  Both  ranks  execute  continuous  turn  back  into  position. 
REMARK. — This  turn  may  be  executed  with  or  without  change  step. 


WHEN  GIRLS  MEET  BOYS  IN  MERRY  ROUND. 


1.  When  girls  meet  boys  in    mer-ry  round,     mer-ry  round,  mer-ry  round,  They 


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Dance,  dear     sis  -  ter,      dance,    dear       sis  -  ter,  dance,    dance,  dance. 


STANZA  II. 

When  boys  meet  girls  in  merry  round,  merry  round,  merry  round, 

They  love  to  have  a  hop  and  song. 

Hop,  my  brother,  hop,  my  brother,  hop,  hop,  hop. 

Hop,  my  brother,  hop,  my  brother,  hop,  hop,  hop. 

The  hopping  feat  was  nicely  done,  nicely  done,  nicely  done, 

Agility  and  strength  were  shown, 

Hop,  dear  brother,  hop,  dear  brother,  hop,  hop,  hop, 

Hop,  dear  brother,  hop,  dear  brother,  hop,  hop,  hop, 


— 22 — 

STANZA  III. 

,This  is  indeed  a  pretty  game,  pretty  game,  pretty  game, 

Come  let  us  all  repeat  the  same. 

Dance,  my  sister,  dance,  my  sister,  dance,  dance,  dance. 

Hop,  my  brother,  hop,  my  brother,  hop,  hop,  hop. 

The  exercise  was  nicely  done,  nicely  done,  nicely  done, 

For  strength  and  beauty  both  were  shown. 

Dance,  dear  sister,  dance,  dear  sister,  dance,  dance,  dance, 

Hop,  dear  brother,  hop,  dear  brother,  hop,  hop,  hop. 

GAME. 
STANZA  I. 

A  number  of  boys  and  girls,  arranged  alternately  in  a  flank  circle, 
hands  joined,  march  forward.  At  the  words  "Dance,  dear  sister,"  all 
face  towards  center  and  each  girl  circles  (^~~\  w'tn  change-step  around 
her  neighbor  to  the  left.  \ S 

At  the  words  "The  changing  step  was  nicely  done,"  all  turn  to  flank 
circle  and  march  forward.  At  the  words  "dance,  dear  sister,"  in  the 
second  part  of  the  stanza,  the  girls  move  toward  the  center  with  glide-step, 
one  arm  raised  gracefully  obliquely  upward  and  the  other  downward ; 
at  the  repetition  of  the  words  the  girls  return  to  circle.  While  the  girls 
are  exercising  the  boys  remain  standing  in  place  or  posing. 

STANZA  II. 

Like  Stanza  I,  but  the  boys  exercise  with  hopping-step,  raising  one 
leg  forward  crosswise.  At  the  words  "hop,  my  brother,"  in  second  part, 
they  move  toward  the  center  with  skipping-step. 

STANZA  III. 

Like  Stanza  I,  but  the  girls  move  to  the  left  and  circle  around  the 
boys  left  and  right. 

REMARK. — The  circling  is   done  like   "grand   right   and  left"  in  a  quadrille. 

At  the  words  "hop,  my  brother,"  the  boys  do  the  same  with  hopping- 
step.  At  the  repetition  the  girls  move  towards  center  with  glide-step  and 
the  boys  move  in  flank  circle  with  skipping-step,  and  with  facing  about, 
return. 


—23- 
THE  SEASONS. 


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time. 
time. 

STANZA  II. 

The  summer  days  fill  us  with  rare  delight, 

For  they  are  so  charmingly  long  and  bright. 

Hail  summer! 

I  dearly  wish  summer  were  here  to-day, 

For  then  on  the  lawn  we  should  dance  and  play, 

Oh,  summer! 

STANZA  III. 

When  autmn  has  tinted  the  leafy  wood, 
There's  ripe  mellow  fruit,  and  it  tastes  so  good, 
In  autumn ! 

Not  one  of  the  seasons  that  makes  the  year 
Give  greater  enjoyment  or  better  cheer, 
Than  autumn. 

STANZA  IV. 

In  winter  \ve  coast  on  the  fleecy  snow, 

And  .over  the  glittering  ice  we  go, 

In  winter! 

We  revel  in  pleasure,  we  shout  and  sing, 

While  merrily  round  us  the  sleigh-bells  ring, 

In  winter. 

FANCY-STEP  ROUNDEL. 

The  children,  16  or  32,  are  arranged  in  a  flank  circle,  which  is 
divided  into  groups  of  four.  Each  member  of  the  group  representing 
spring,  summer,  autumn  and  winter,  respectively. 

The  children  march  left  around  the  center,  hands  on  hips. 


—24— 

STANZA  I. 

1.  Waltz-step  with  graceful  swinging  of  arms  to  left  and  right. — 16 
counts. 

2.  At  the  words  "  Tis  springtime,"  all  face  towards  center  and  pose. 

POSE. 

Raise  arms  upward,  bend  trunk  slightly  forward,  place  left  leg  back- 
ward and  bend  right  knee,  remaining  8  counts. 

3.  The  pupils  representing  spring  turn  inward  and  waltz  toward 
the  center,  forming  an  inner  flank  circle,  while  the  outer  circle  waltzes 
forward. — 16  counts. 

4.  At  the  words  "In  springtime,"  pose  as  above,  but  to  opposite 
directions.    (Fig.  I.) 

STANZA  II. 

1.  Like  Stanza  I,  but  outer  and  inner  circles  move  forward  with 
change-step,  hands  on  hips. — 16  counts. 

2.  At  the  words  "Hail  summer,"  pose. 

POSE. 

Turn  towards  the  center,  raise  left  arm  forward  obliquely  downward, 
right  arm  over  head ;  touch  arms  curved,  place  right  foot  backward,  right 
knee  bent,  trunk  bent  slightly  forward. 

3.  Like  Stanza  1-3,  but  summer  moves  into  circle  with  changing- 
step  and  joins  spring,  thus  forming  two  inner  circles. — 16  counts. 

4.  At  the  words  "Oh,  summer,"  pose  as  above,  but  vice  versa  and  to 
(Fig.  2)  opposite  direction. — 8  counts. 

STANZA  III. 

1.  Like  Stanza  I,  but  with  hop-step,  crossing  right  (left)  foot  for- 
ward, hands  on  hips.     (Pupils  in  center  may  join  hands.) 

2.  At  the  words  "In  autumn,"  pose. 

POSE. 

Left  arm  to  a  semi-circle  over  head ;  right  hand  on  hip ;  place  right 
foot  forward,  bend  head  slightly  backward. 

3.  Like  Stanza  1-3,  but  autumn  moves  into  center  with  hop-step 
and  joins  spring  and  summer,  thus  forming  three  inner  circles  (Fig.  3) — 
1 6  counts. 

4.  At  the  words  "Than  autumn,"  pose  as  above,  but  vice  versa  and 
to  opposite  direction. — 8  counts. 

STANZA  IV. 

1.  Like  Stanza  I-i,  but  with  glide-step,  one  arm  raised  forward 

2.  At  the  words  "In  winter,"  pose. 

obliquely  upward,  the  other  backward  obliquely  downward. — 16  counts. 


i  —  25— 

POSE. 

Left  arm  forward  to  a  semi-circle,  right  arm  backward  obliquely 
downward,  left  foot  placed  forward,  knee  bent.  —  8  counts. 

3.  Like  Stanza  1-3,  but  winter  moves  into  center  with  glide-step, 
all  forming  a  star.  (Fig.  4).  —  16  counts. 

4.  At  the  words  "In  winter,"  pose  as  above,  but  vice  versa  and  to 
opposite  direction. 

NOTE.  —  As  a  closing  group,  each  of  the  four  seasons  practice  its 
respective  pose  remaining  8  or  16  counts.  In  order  to  return  to  original 
position,  the  pupils  may  march  back,  or  the  song  may  be  repeated,  in 
which  case  one-half  wheel  around  the  outer  leaders  must  be  executed. 

REMARK  :  —  The  above  may  be  executed  by  16,  32,  48,  etc.,  members    being 
arranged  as  in  above  figure  of  32. 


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—26— 

SONG  THAT  IS  RINGING. 


1.  Song  that  is  ring-ing,     End    not  thy  sing-ing ;  Sing  thou  of  May-clays  bright, 


Sing  of  the  star-ry  night,  Song  that  is  ring-ing,    End    not  thy  sing-ing. 

STANZA  II. 

Song  that  is  ringing,  end  not  thy  singing, 

Sing  of  the  charm  of  May, 

Sing  of  the  flowers  gay, 

Song  that  is  ringing,  end  not  thy  singing, 

STANZA  III. 

Song  that  is  ringing,  end  not  thy  singing, 

Sing  thou  of  days  of  joy, 

Ring  out  afar  and  nigh, 

Song  that  is  ringing,  end  not  thy  singing. 

ROUNDEL  (TWO-STEP). 

Twenty-four  participants  are  arranged  in  3  lines,  each  of  which  is 
again  divided  into  one  center  rank  of  4  members  and  2  outer  ranks  of 
2  members  each.  There  is  an  interval  of  four  steps  between  the  center 
line  and  the  outer  lines.  Hands  are  joined  and  arms  raised  to  a  bent 
position.  (Fig.  i.) 


Fto.l 
STANZA  I. 

1.  Take  four  "two-steps"  in  place. — 8  counts. 

2.  All  four  "two-steps"  forward. — 8  counts. 

3.  Center  ranks  of  4  in  each  line  take  four  "two-steps"  obliquely 
forward,  opening  rank  outward.    (Fig.  2  A.) 

The  inner  members  of  the  ranks  of  two  "two-step"  inward,  taking 
distance.    The  outer  ones  "two-step"  in  place  (Fig.  2  B). — 8  counts. 


—27— 


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Fic.2.B 
POSE. 

1.  (a)   Place  left  foot  obliquely  forward,  point  left  hand  over  left 
foot,  arm  slightly  curved ;  raise  right  arm  to  a  semi-circle  over  head,  and 
bend  trunk  slightly  forward,  eyes  turned  toward  toes. — 4  counts. 

(b)  Change  position  to  right. — 4  counts. 

2.  Step  whirling  left,  then  right  (knuckles  on  hips). — 8  counts. 

3.  (a)    As  pose  i,  but  place  inner  foot  obliquely  forward  (right  foot 
of  the  12  members  standing  to  the  left,  the  left  foot  of  the  12  members 
standing  to  the  right),  point  inner  hand  over  inner  foot  and  raise  outer 
arm  to  a  semi-circle  over  head. — 4  counts. 

(b)   Change  position. — 4  counts. 

STANZA  II. 

1.  Close  distance  with  4  "two-steps."    Center  rank  closes  obliquely- 
backward  into  line  with  outer  ranks.— -8  counts. 

2.  (a)  Center  line  "two-step"  backward  4  steps.  )  Fig.  i. 
(b)  Outer  lines  "two-step"  forward  4  steps,    j  8  counts 

3.  Outer  one  of  ranks  of  two  take  "two-step"  \ 
forward,  the  inner  take  "two-step"  obliquely  forward,  (  Fig.  3. 
taking    distance    inward.      Center    ranks    of    four  f  8  counts, 
"two-step"  outward,  taking  distance  outward. 


Fic.3 


—28— 

POSE. 

1.  (a)  Place  left  foot  forward  with  bent  knee,  raise  left  arm  obliquely 
forward  upward  to  a  semi-circle,  move  right  arm  (slightly  curved)  back- 
ward obliquely  downward  and  bend  trunk  forward  (slightly). — 4  counts. 

(b)  Change  position  by  facing  about  on  ball  of  foot. — 4  counts. 

2.  Cross-whirling  left,  then  right,  hands  on  shoulders. — 8  counts. 

3.  Like  pose  I,  but  inward  (right  foot  of  12  members  to  the  left, 
left  foot  of  12  members  to  the  right)  and  change  outward. — 8  counts. 

STANZA  III. 

1.  Close  distance  with  4  "two-steps,"  outer  ranks  of  two  close 
obliquely  backward  into  line  with  center  ranks  returning  to  Fig.  I. — 8 
counts. 

2.  All  take  4  "two-steps"  backward. — 8  counts. 

3.  Outer  lines  take  4  "two-steps"  swinging  backward  and  taking  dis- 
tance inward,  forming  a  semi-circle  to  the  rear  of  the  center  rank — center 
line  moving  forward  and  opening  outward  with  4  "two-steps"  to  a  small 
semi-circle  in  front  (Fig.  4). — 8  counts. 


POSE. 

1.  Outer  lines  place  inner  foot  obliquely  forward,  inner  hand  point- 
ing over  toes,  outer  arm  raised  to  a  semi-circle  over  head.     Center  line 
kneeling  on  inner  knee,  arms  raised  to  a  circle  over  head. — 8  counts. 

2.  All  step-whirling  outward,  then  inward,  outer  arm  raised  to  a 
semi-circle  over  head.— -8  counts. 

3.  Like  pose  i,  but  vice  versa. — 6  counts. 


—29— 


SPRING  WANDERINGS. 


,    I  Sweet  May-day   has    come  and    the    trees     are    in      leaf  1  |  m. 

I  Now    let    him  who    will  stay    at    home    with  his  grief.  ) 


clouds  that       are    float  -  ing        past    heav  -  en's     blue        dome       A   - 


wak  •  en        with 


a        yearn  -  ing       to 


roam. 


STANZA  II. 


Away,  then  away,  while  the  sun  is  on  high, 
Away  to  the  mountains  and  valleys  near  by ! 
The  rivulet  murmurs,  boughs  rustle  and  sway, 
Until  my  heart  joins,  like  a  lark,  in  their  lay. 

STANZA  III. 

What  rapture,  what  joy  'tis  to  wander  and  sing, 
When  nature  is  breathing  the  perfume  of  spring! 
My  soul  is  enchanted  on  seeing  unfurled 
The  marvelous  beauty,  oh,  wonderful  world ! 

ROUNDEL  (MAZURKA). 

According  to  space  arrange  a  class  of  16,  24  or  32  participants  into 
two  concentric  circles,  divided  into  alternate  couples,  numbered  i  and  2. 
Hands  are  joined.  The  steps  executed  are  rocking-steps,  cross  and  step- 
whirling. 

The  song  contains  16  measures,  equal  to  48  counts. 

STANZA  I. 

1.  Four  rocking-steps  forward,  begin  with  outer  foot. — 12  counts. 

2.  Step- whirling  twice  outward  and  twice  inward. — 12  counts. 

3.  Members  of  couples  i  execute  quarter  turn  toward  center,  join 
hands  and  two  rocking-steps  forward  and  two  backward. — 12  counts. 

Couples  2  execute  4  rocking-steps  (begin  with  outer  foot)  and  take 
place  in  front  of  couple  i. — 12  counts. 

4.  Like  3,  but  vice  versa. 


—30— 

STANZA  II. 

1.  Like  Stanza  I-i. 

2.  Like  Stanza  1-2,  but  cross-whirling. 

3.  Couples    i   rocking-step    backward    (begin    with    outer    foot). 
Couples  2  rocking-step  forward,  separating  right  and  left,  taking  position 
in  front  of  couples  I. — 12  counts. 

4.  Like  3,  but  vice  versa. 

STANZA  III. 

1.  Like  Stanza  I-i. — 12  counts. 

2.  Like  Stanza  1-2,  but  one  cross-whirling  with  one  rocking-step 

and  return. — 12  counts. 

3.  Like  Stanza  1-3,  but  couples  i  quarter  turn  outward. — 12  counts. 

4.  Like  3,  but  vice  versa. 

NOTE. — Step  and  cross-whirling  must  be  practiced  in  three  counts. 


MAY   SONG. 


1    What  a       gay    time,  what  a       play  -  time    Is    the    bloom-ing  month  of 


r  r    -f^~ 

_Ji_j 


May,  With  the    sing  -  ing    and  the    swing-ing     Of  the    birds   on      ev-'ry 


way!      La         la     la     la          la     la     la 


la     la    la         la      la 


la       la       la 


la       la       la 


la         la      la 


STANZA  II. 

Woodland  flowers,  wet  with  showers, 
Nodding  sweetly,  give  us  cheer, 
While  the  purling  and  the  swirling 
Of  the  brooklet  charms  the  ear. 
La  la  la. 


STANZA  III. 

How  entrancing  is  the  dancing 
Of  the  children  on  the  green ! 
Real  pleasure  in  such  measure 
As  in  May  I've  never  seen. 
La,  la,  la,  la. 


ROUNDEL. 

Twenty-four  pupils  divided  into  ranks  of  six  are  arranged  in  a  front 
semi-circle,  one  arm's  length  distance  between  members.  The  so  formed 
line  consists  of  two  outer  and  two  center  ranks.  (Fig.  i.) 

The  fancy  steps  practiced  are  rising  on  toes  with  swinging  of  leg 
forward  crosswise,  glide-step  and  change-step,  in  3-4  time. 


—32- 


Fic.i 


STANZA  I. 

1.  Rising  on  toes  in  place  with  swinging  of  left  leg  forward  cross- 
wise.— 12  counts. 

2.  •  Hopping-step  forward  with  crossing  of  leg  forward.    Hands  on 
hips.    The  outer  ranks  quarter  turn  inward  and  move  behind  the  center 
ranks.    With  the  last  count  all  execute  half  turn     (Fig.  2). — 12  counts. 

3.  Glide  step  forward  with  raising  one  arm  forward  obliquely  up- 
ward, other  arm  obliquely  downward,  and  return  to  starting  position. 
All  face  front. — '12  counts. 

4.  Change-step  forward.     The  two  outer  ranks  quarer  turn  out- 
ward and  move  forward  at  right  angles.    With  the  last  count  quarter  turn 
inward. 

The  two  center  ranks  quarter  turn  inward  and  move  forward  throvgh 
the  center  of  stage  by  twos,  at  right  angles.  With  last  count  quarter 
turn  outward  (Fig.  3). — 12  counts. 

+**+++' 


F1&2.A 


Fiti.B 


X 

i 


* 

i 


Flo.  3 


i  t 

\  t- 

^  t 

t  i 


STANZA  II. 

1.  Like  Stanza  I. — 12  counts. 

2.  Hopping-step  forward  with  crossing  leg  forward,  hands  grasped. 
— 12  counts.    With  the  last  count  all  execute  half  turn. 

3.  Glide-step  forward  with  raising  one  arm  forward  obliquely  up- 
ward and  other  arm  backward  obliquely  downward. — 12  counts. 

4.  Change-step  to  two  front  circles  facing  inward,  hands  joined. — 
12  counts. — Fig.  4. 


—33— 

STANZA  III. 

1.  Like  Stanza  I-i.  —  12  counts. 

2.  Pupils  turn  to  flank  circle,  hopping-step  like  Stanza  1-2,  hands  on 
hips  or  swing  right  (left)  arm  over  head  to  a  semi-circle.    With  the  last 
count  execute  half  turn.  —  12  counts. 

3.  Glide-step  with  arm  positions  like  Stanza  1-3.  —  12  counts. 

4    Change-step  to  semi-circle  (starting  position).   Hands  on  hips.  — 
12  counts. 


— 34 — 
YOUTH'S  HAPPINESS. 


-  ick  -  ing    air    -    i  -  1  y,      tra    la      la    la     la,     tra    la     la    la    la, 


-  ic  -  Ing    mer  -  ry  -  ly,      tra    la     la     la    la,      tra    la     la     la    la, 


ing      a         lus    -    ty      song,  Gay   -  ly        we        stroll    a  - 


-  ing      a        lus    -    ty      song,  Gay   -   ly        we    stroll      a    -    long. 

STANZA  II. 

Joy's  in  the  air  to-day, 
Driving  our  cares  away; 
|| : Pain  is  unknown  to  us 
When  we  are  roaming  thus.  :|| 

STANZA  III. 

Beaming  in  rosy  light, 
Teeming  with  roses  bright, 
|| :  Blissful  in  ev'ry  wise, 
This  is  our  paradise.  :|| 


ROUNDEL. 

Thirty-two  pupils  are  arranged  in  two  concentric  front  circles  facing 
the  center,  the  intervening  space  about  two  paces.  Members  of  inner 
circle  join  hands,  those  of  outer  circle  place  hands  or  knuckles  on  hips. 
The  steps  indicated  are  waltz-step  and  change-step,  in  3-4  time. 

STANZA  I. 

1.  A  waltz-step  sideways  left,  then  right,  with  rising  on  toes,  each 
three  counts  and  a  change-step  forward  left,  then  right,  each  three  counts. 
— '12  counts. 

2.  Like  exercise  i,  but  change-step  backward. — 12  counts. 


—35— 

3.  All  quarter  turn  left,  members  of  outer  and  inner  circles  join 
hands  forming  front  couples  and  change-step  forward. — 12  counts. 

4.  Members  of  couples  join  right  hands  and  circle  with  change-step. 
12  counts. 

STANZA  II. 

Quarter  turn  inward,  members  of  outer  and  inner  circle  face  each 
other ;  those  of  the  inner  circle  join  hands,  those  of  the  outer  circle  place 
hands  on  hips. 

1.  A  waltz-step  left,  then  right,  sideways,  each  three  counts,  and 
change-step  forward  left,  then  right,  each  three  counts. — 12  counts. 

2.  Like  exercise  I,  but  change-step  backward. — 12  counts. 

3.  Quarter  turn,   face  to  flank  circles,  members  of  couples  join 
hands  and  change-step  forward. — 12  counts. 

4.  Members  of  couples  join  left  hands  and  circle  with  change-step. 
—12  counts. 

STANZA  III. 

Inner  circle  faces  towards  center,  outer  circle  in  opposite  direction. 
Members  of  inner  circle  join  hands,  members  of  outer  circle  place  hands 
on  hips. 

1.  Waltz-step  and  change-step  like  Stanza  I-i. — 12  counts. 

2.  Like  i,  but  change-step  backward. — 12  counts. 

3.  Quarter  turn  toward  leader  and  change-step  like  Stanza  1-3. — 12 
counts. 

4.  Like  Stanza  1-4. — 12  counts. 


-36- 
COME  ON,  BE  MERRY. 


-4 


1.    Come  on,  come   on,     be    mer  -  ry      and  fall     in     rank  and     tile;      Let's 


J£FJ    J    J    J 


wan  -  der  through  the    for    -  est,      and   sing      a     song    the    while, 


song    to      give    us     cheer, 


a        song  to    please  the       ear,         O 


I 

« 

* 

Zj    - 

f  : 

come  and   sing    and   march  a  -  long   and    leave  your  cares   at  home,  There's 


r  r 


noth  -  ing  sweet  •  er    than     a  •  mong  the     for  -  est     trees    to     roam! 

STANZA  II. 

We  wander  and  we  wander,  enjoy  the  charming  day, 

And  gather  lovely  flowers  that  blossom  by  the  way. 

O'er  meadow,  dale  and  hill,  we  wander  as  we  will. 

O,  come  and  sing  and  march  along  and  leave  your  cares  at  home, 

There's  nothing  sweeter  than  among  the  forest  trees  to  roam ! 

MARCHING  ROUNDEL. 

The  participants  are  arranged  in  a  front  line  which  is  divided  into 
ranks  of  two  and  four.  One  of  the  participants,  the  captain,  stands  in 
front  of  the  line.  (Fig.  I.) 


.   I. 


—37— 

STANZA  I. 

The  captain  marches  up  and  down  the  line,  all  others  march  in  place. 
At  the  words  "O,  come  and  sing,"  ranks  of  two  execute  quarter  wheel 
left  (Fig.  2)  and  march  in  a  circle  with  the  captain  at  the  head  of  his 
column  until  they  reach  the  starting  position  where  they  wheel  into  line 
again. 


•-.+  '.~|.  '—|.  '-....I.  x-  ->  ^-4 

T1&.& 

STANZA  II. 
Like  Stanza  I,  but  ranks  of  four  execute  quarter  wheel.    (Fig.  3.) 


Tic.  3 


WITH  HUNDRED  THOUSAND  VOICES. 


' 


m 


1.  With  hun-dred  thou  -  sand  voi-ces  sing,    hur  •  rah,  hur-rah,  hur-rah!     And 


make   the      air       with  mu  -  sic    ring,    hur-rah,   hur  -  rah.     hur-  rah!  Come, 


leave    your   desk    and        leave  your  room,    the    trees     and     flow  -  era 


3^^ 


*=& 


are      in  bloom.  We  wan-der,  we  wan-der,  we    wan-der  with  hur-rah.     Hur- 


^ 


^ 


rah,    hur  -  rah,  hur  -  rah,     la     la    la     la,     hur  -  rah,      hur  -  rah,     hur- 


^=pE±p3=iipp^^fe  c  f.  j^fl 


rah,    la    la    la    la,    We  wan-der,  we  wan-der,  we  wan-der  with  hur-rah! 

STANZA  II. 

For  if  our  heart  is  light  and  gay, 
Hurrah,  hurrah,  hurrah! 
It  bids  us  all  to  join  in  play, 
Hurrah,  hurrah,  hurrah! 
As  birds  play  in  the  shady  tree, 
And  little  fish  in  brook  and  sea, 
So  play  we,  so  play  we, 
So  play  we  with  hurrah, 
Hurrah,  hurrah,  etc. 

MARCHING  ROUNDEL. 

A  class  of  16  or  32  pupils  is  arranged  in  4  columns  of  ranks  of  two. 
The  columns  two  steps'  distance  apart.  The  members  of  couples  join 
hands — outer  arm  on  small  of  back. 

The  columns  are  named  alternately  A  and  B. 

The  ranks  are  numbered  alternately  i  and  2. 


—39— 


2.  "*"  "*•         -T"^'       ^  ^        T" 
1  -r  -r         -1-1-         -r-i-         -i- 
2-i--r          1-1-          T-T         -r 


STANZA  I. 

1.  All  march  8  steps  in  place  and  4  steps  forward  and  4  steps  back- 
ward. —  16  counts. 

2.  Couples  4-4  wheel  left,  then  right,  each  8  counts.  —  16  counts. 

3.  Like  exercise  i.  —  16  counts. 

4.  Like  exercise  2.  —  16  counts. 

5.  Couples  A  circle  left  around  couples  B.  —  16  counts. 

6.  Couples  B  circle  right  around  couples  A.  —  16  counts. 

STANZA  II. 

1.  All  8  steps  in  place  and  4  steps  forward  and  4  steps  backward.  — 
1  6  counts. 

2.  Members  of  couples  join  left  hand  and  circle  left  8  steps,  then 
change  hands  and  circle  right  8  steps.  —  16  counts. 

3.  Like  exercise  i. 

4.  Couples  B  face  left  about  and  with  couples  A  execute  4-4  wheel 
(mill),  then  both  couples  face  about  and  again  4-4  wheel  —  each  8  steps. 
(Fig.  2.)  —  16  counts. 

5.  Couples  i  circle  left  around  couples  2.  —  16  counts. 

6.  Couples  2  circle  left  around  couples  i.  —  16  counts. 
NOTE.  —  'Eight  steps  or  counts  to  each  measure. 


4* 


—40— 
SPRING-TIME. 


-> 


^^-^ 


•w 

1.  O,  what  plea-sure,     O,   what  joy,  When    a      mer  -  ry      mel  -  o  -  dy 


Love-ly  birds  are    sing  -  ing,    love-ly  birds  are        sing  -  iug ;  When  the  sha-dy 


~f  /  /  j'\  /  /  p 


£?d 


for  -  est  way,  And  the  hill    at     dawn  of   day  With  their  song  is      ring-ing, 


with  their  song    is  ring  -  ing.  Tra  la  la  la  la      la,       tra  la  la  la, 

»v  **    s    *,    h  >.  i               >.  r    N    K    K.    fc, 

-N  fS^=N=  S       P  H            N  IS       B     j              -K N=R:  JS     J     * 

0^  0      0      00  4      \    9  J*  9 F*     •  f    0      0      0  0     -4-^— 

tra  la  la  la  la  la,   tra  la  la  la,    tra  la  la  la  la, 


=*'        -P g— g-P^H!  g  ^  i  * 

^-r-1^ ^~»   ^    P  -f-r-jp ^— |j{   ^     If 


tra  la  la  la   la,   tra   la  la  la   la  la,   la   la  la  la. 


STANZA  II. 

When  the  swaying  flow'rs  and  trees 

Whisper  in  the  gentle  breeze, 

Happy  days  are  coming, 

Happy  days  are  coming, 

When  the  brooks  from  stone  to  stone 

Murmur  in  a  silv'ry  tone, 

Spring  at  last  is  with  us, 

Spring  at  last  is  with  us, 

Tra,  la,  la. 

MARCHING  ROUNDEL. 

A  number  of  participants,  say  16,  24  or  32,  are  arranged  into  two 
concentric  flank  circles,  divided  into  alternate  couples  i  and  2.  The  inner 
circle  is  called  circle  B  and  the  outer  one,  circle  A.  Members  of  couples 
join  hands  and  place  outer  arm  on  small  of  back.  The  circles  move  left 
around  the  center.  (Fig.  I.) 


—41— 

STANZA  I. 

1.  All  march  forward. — 16  counts. 

2.  Quarter  turn  outward  (circle  A  left,  circle  B  right),  and  take  8 
steps  forward  and  8  steps  backward. — 16  counts. 

3.  Members  of  circle  A  march  left  around  those  of  circle  B  in  8 
counts,  then  take  4  steps  forward  and  4  steps  backward. — 16  counts. 
(Fig.  2.) 

4.  Members  of  circle  B  march  left  around  those  of  circle  A — 8 
counts — then  take  4  steps  forward  and  4  steps  backward  (like  3).    With 
the  last  step,  face  forward. — 16  counts.     (Fig.  3.) 

5.  Members  of  circle  A  march  left,  around  those  of  circle  B,  who 
kneel  on  left  knee  and  raise  arms  to  a  circle  over  head — 8  counts.    Then 
members  of  circle  B  repeat  the  exercise — 8  counts. — 16  counts. 

6.  Members  of  couples  join  left  hands,  raise  right  arm  to  a  semi- 
circle over  head  and  circle  left  8  steps,  then  circle  right  8  steps,  with 
joining  right  hands. — 16  counts. 

STANZA  II. 

1.  Couples  2  march  to  the  left  of  couples  I,  forming  lines  of  four, 
with  hands  joined.    All  march  forward. — 16  counts.     (Fig.  4.) 

2.  Quarter  turn  outward  (couples  i  turn  right,  couples  2  turn  left) 
and  all  take  8  steps  forward  and  8  steps  backward.    With  the  last  step 
face  forward. — 16  counts. 

3.  Couples  i  march  left  around  couples  2  in  8  steps,  then  take  4  steps 
forward  and  4  steps  backward. — 16  counts.     (Fig.  5.) 

4.  Like  3,  but  couples  2  march  right,  around  couples  i. — 16  counts. 

5.  The  right  member  of  each  couple  marches  left  around  left  mem- 
ber, who  kneels  on  left  knee  with  arms  raised  to  a  pose,  in  8  counts,  then 
the  left  member  repeats  the  exercise  by  marching  right  around  the  right 
member. — 16  counts.     (Fig.  6.) 

6.  Members  of  couples  join  left  hands,  raise  right  arm  to  a  semi- 
circle over  head  and  circle  left  8  steps,  then  right  8  steps  with  joining  right 
hands. — 16  counts. 

NOTE. — Four  steps  or  4  counts  to  each  measure. 


—42— 


x        ^  y 

\   iet)y 

'*.    *  "      >x 


T-2, 


A       L 

/ 

•v 


"", 

/  V 


Ffc.l 


Fie.  3 


;* 


>\ 


FioS 


r--'.-i-\  "K 


FiG.6 


—43— 


FORWARD,  ON! 


For-ward     on,     for -ward  on,    for- ward    on,     for-ward  ou,     We  are 


V y- 


wand'ring  so    hap  -pi  -  ly    and      gay  -  ly,        Heart  light  and  eyes  bright,  No 


4J J 


: — «> F- 


sor-rows    in     mind. 


niind.  How    love    -  ly    the      flow  -  ers    on 


Ei-r  r    j  i  j. 


mea  -  dow     and    way,       How     fra    -    grant      the      bios    -    soms,  Wher- 


ev   -  er      I    stray,  How    glo  -  rious  the     sun  -  sets    on  moun  -  tain    and 

FINE. 


sea,     How    soft  -  ly        the          for  -  est     leaves      whis  -  per     to         me! 


*=* 


^ 


^ 


IJ          *  \J          TJ 


O,    what  a    joy    it     is     to    wan-der,  O,     to   wan-der,     Sing  -  ing     so 


--^—t  r'  g=^ 

LI L^ LJ yJ 


V1 > 


P F 


:t: 


gay  -  ly     as     we    wan-der,  as     we  wan-der,    Na  -  ture  in-vites  us  all    to 

DA  CAPO  AL  FINE. 


-I y- 


*=t 


a» — ^t 


!.       U "*- 


wan-der,  and    to    wan-der,    O,  what  a    joy,     O,    what  de-light  -  ful  joy ! 


—44— 

MARCHING  ROUNDEL. 

A  class  of  32  pupils  is  arranged  in  a  flank  circle  divided  into  lines 
of  8,  and  each  line  into  2  ranks  of  four.    The  circle  moves  left. 

STANZA  I. 

1.  March  forward  (Fig.  i). — 16  counts. 

2.  Form  4  small  circles  (each  8  pupils)  and  march  forward  in  them 
(Fig.  2). — 1 6  counts. 

3.  Form  large  circle  and  march  forward. — 16  counts. 

4.  Repeat  2. — -16  counts. 

5.  March  to  large  circle  and  form  ranks  of  4  by  obliquing  left  and 
march  forward  (Fig.  3). — 16  counts. 

6.  Ranks  2  obliquely  forward  to  form  line  (8  pupils)  with  ranks  i. — 
1 6  counts. 

7.  March  forward  in  star  formation. — 16  counts. 

8.  Lines  of  8  wheel  around  their  centers  (mill). — 16  counts. 
(With  the  first  count  rank  i  faces  about,  and  again  faces  out- 
ward with  the  last  count)  (Fig.  5). — 16  counts. 

9.  March  forward  left  to  large  circle. — 16  counts. 

10.  Form  8  circles  (4  members  each)  (Fig.  6). — 16  counts. 

11.  Ranks  i  march  to  the  center  and  form  a  star  of  four  front  ranks 
(rays)   and  in  place  (Fig.  7). — 16  counts. 

Ranks  2  form  front  rank  and  4-4  wheel  left  (Fig.  7). — 16  counts. 

12.  Ranks  i  march  once  around  the  center.  )    ,- 
Ranks  2  execute  4-4  wheel  right.  f  I 

13.  Ranks  i  execute  quarter  turn  right,  8  steps  forward 
8  steps  in  place.    With  the  last  step  quarter  turn  left. 

Ranks  2  execute  quarter  turn  left,  8  steps  forward    16  counts, 
to  form  a  star,  and  8  steps  in  place.     With  the  last  step 
execute  quarter  turn  right.     (Fig.  7  with  ranks  changed.) 

14.  Ranks  2  march  once  around  the  center,     j    ,          . 
Ranks  I  execute  quarter  turn  wheel  right. ) 

15.  Ranks  i  and  2  form  a  circle  (making  4  circles  of  8  members 
each)   (Fig.  8). — 16  counts. 

16.  Each  circle  forms  a  star  (each  ray  consisting  of  two  members) 
and  marches  around  its  center  once,  then  back  to  large  circle  (Fig.  9). 
— 1 6  counts. 

NOTE. — Instead  of  marching  to  a  large  circle,  the  pupils  may  finish 
the  number  of  counts  in  marching  in  stars !  then  take  a  pose. 


—45— 


FiG.  1 


Flo  2 


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Fio.  3 


M   "V 


Fio4 


(!) 


:'  f(i\'\ '' 


Fio  5 


>      J. 
I 

Fio.  6 


2  ^        ^        H2 
Fio.  7 


x      y  x 


Fi&.8 


-46- 
REMARKS  ON  FANCY  STEPS 

4 

INDICATED  IN  THE  ROUNDELS. 

Follow-step. — 2  counts. 

The  left  foot  advances,  toes  turned  slightly  outward  and  touching 
the  floor  at  i ;  then  the  right  foot  follows,  middle  of  foot  placed  close 
to  heel  of  left  foot  at  2.  Practice  alternately  in  4  counts. 

Change-step. — 3  counts  . , 

At  i  place  left  foot  forward  as  in  the  follow-step ;  at  2  place  middle 
of  right  foot  close  to  heel  of  left  foot.  At  3  place  left  foot  forward 
again ;  then  the  same  with  right  foot.  Note. — If  step  is  to  be  practiced 
in  2  counts  the  left  foot  is  placed  forward  again  almost  simultaneously 
with  the  right  foot  at  second  count. 

H op  ping-step. — 2  counts. 

Step  left  forward  at  i ;  hop  on  left  foot  and  swing  right  foot  for- 
ward (or  forward  crosswise)  at  2;  then  the  same  right,  hopping  on  right 
and  swinging  left  foot  forward. 

Glide-step. — 2  counts. 

Glide  left  foot  forward  at  i ;  at  2  hop  left  and  raise  right  foot  back- 
ward. Then  same  right,  gliding  right  forward,  hopping  and  raising 
left  foot  backward. 

Rocking-step. — 3  counts. 

At  i  place  left  foot  obliquely  forward ;  at  2  step  forward  right  (right 
foot  in  front  of  left,  toes  turned  outward,  heel  of  right  foot  in  line  with 
toes  of  left  foot)  and  rise  on  toes ;  at  3  lower  heels.  Then  the  same  right. 

Walts-step. — 3  counts. 

Like  follow-step  but  at  the  2  count  place  right  foot  forward,  toes 
turned  outward,  heel  of  right  foot  somewhat  above  and  in  line  with 
toes  of  left  foot. 

Two-step. — 2  counts. 
Like  the  change-step  but  executed  in  two  counts  with  gliding. 

Gallop-Hopping. 

Mop  on  both  feet,  either  left  or  right  foot  advanced. 
Skipping.    ( Gallop-Hopping  Alternately. ) 
Hop  on  both  feet,  advancing  left  and  right  foot  alternately. 


-47- 

Step-  Whirling. — 3  counts. 

Step  sidewards  left,  execute  half  turn  left  on  ball  of  foot  and  place 
right  foot  sideward ;  half  turn  left  on  right  foot  and  close  heels. 

Cross-whirling. — 3  counts. 

Step  sideward  left,  cross  right  foot  over  left  and  execute  4-4  turn 
left,  then  close  heels. 


-48- 
GAMES. 

INTRODUCTORY  REMARKS. 

Games  are  rightly  classed  among  the  recreative  exercises  and  should 
be  practiced  more  frequently  than  at  the  present  time.  They  are  not 
only  selected  for  the  pleasure  they  afford,  but  also  for  the  purpose  of 
developing  the  powers  of  observation  and  attention,  the  senses,  agility, 
individuality  and  comprehension. 

The  stronger  and  livelier  pupils  will  enter  a  game  spiritedly;  with 
the  timid  ones  the  desire  must  be  awakened  and  developed ;  never  allow 
the  stronger  to  take  advantage  of  the  weaker.  For  this  reason  it  is 
desirable  to  have  all  games  played  under  the  supervision  Of  a  teacher. 

All  pupils  of  a  class  should  take  part  and  as  the  time  for  physical 
training  is  short  and  precious,  no  time  should  be  wasted. 

If  the  game  to  be  played  is  selected  by  the  teacher,  it  always  gives 
the  most  satisfaction ;  pupils  in  time  become  partial  to  some  of  the 
games,  one  would  prefer  one,  and  the  other  another  game. 

Explain  the  rules  and  regulations  beforehand  and  see  that  they  are 
strictly  adhered  to. 

Do  not  be  too  anxious  to  introduce  a  new  game ;  let  the  pupils  com- 
prehend one  thoroughly  before  a  new  one  is  selected. 

All  the  games  are  suitable  for  the  playground  or  gymnasium  but  as 
soon  as  the  inclement  weather  sets  in,  many  will  be  found  appropriate 
for  the  corridor  or  classroom. 

COMPETITIVE  GAMES  IN  THE  CLASSROOM. 

The  number  of  competitive  games  between  the  aisles  of  desks  are 
naturally  limited,  as  the  freedom  of  action  is  restricted  by  the  narrow 
spaces. 

The  class  is  usually  divided  into  two  or  three  divisions  of  equal 
files  (rows)  with  an  equal  number  of  pupils  in  each  file. 

As  soon  as  the  signal  to  start  is  given  the  first  pupil  of  each  division 
begins  and  the  movement  or  exercise  is  executed  successively.  The 
division  finishing  first  wins. 

In  case  of  a  "tie"  the  game  may  be  repeated  and  decided  after  three 
trials;  if,  however,  one  division  has  won  twice  in  succession,  the  game 
is  at  an  end  after  the  second  trial. 

The  umpire  may  be  the  teacher  or  one  of  the  pupils;  he  gives  the 
signal  to  start  and  decides  the  game. 

The  command  to  start  may  be  given:  "Attention — Be  ready — Go!" 


—49— 

DESK  GAMES.    A. 

I. 

Arising. 

The  pupils  arise  in  successive  order,  the  first  in  the  files  begin. 
The  division  which  completes  the  exercise  first  wins  the  game. 
NOTE. — The  arising  is  executed  in  one  count. 

II. 

Sitting. 

Reverse  the  arising  exercise. 
NOTE. — Combine  arising  and  sitting  exercise  as  one  game. 

III. 

Stand  in  the  aisles. 

Raise  arms  sideways  or  upward  in  successive  order,  the  first  in  the 
files  begin. 

IV. 
As  III,  but  bend  knees  deeply  and  place  hands  on  desk. 

V. 
As  III,  but  face  left  or  right. 

VI. 
As  III,  but  face  about  and  raise  arms  or  bend  knees. 

VII. 
As  VI,  but  face  about  with  clapping  of  hands. 

VIII. 
As  VI,  but  face  about  and  shake  hands  with  next  member. 

DESK  GAMES.     B. 

The  pupils  standing  in  the  aisles  face  their  seats  and  place  hands  on 
desks  to  the  left  and  right  of  their  seats  before  the  command  to  start  is 
given. 

Kneel  on  seats  one  after  the  other.  The  division  which  finishes  first 
wins. 

NOTE. — All  return  to  standing  position  at  the  command  "Position — 
Stand!" 

II. 

Kneel  on  seat  as  in  I,  but  as  soon  as  the  last  in  the  division  is  in 
kneeling  position,  he  moves  back  to  starting  position  and  all  follow  suc- 
cessively. 

III. 

Squat  on  seat  (deep  knee-bending  position)  and  return  immediately 
to  the  starting  position. 

IV. 
Squat  qyer  seat  into  the  next  aisle. 


-50- 

V. 
Squat  over  seat,  face  about  and  return  in  the  same  manner. 

VI. 

Squat  over  seat,  and  immediately  squat  backward  to  starting  posi- 
tion, yjj 

Face  about,  squat  backward  on  seat  and  down  into  the  opposite  aisle. 

VIII. 

As  VII,  but  after  the  feet  have  touched  the  floor  squat  forward 
immediately  and  face  forward. 

NOTE. — The  teacher  may  vary  the  games  by  inserting  different 
movements,  as  kneeling  and  raising  arms  forward,  sideward,  upward, 
or  placing  hands  on  shoulders,  behind  neck,  etc.  Placing  one  foot  on 
seat  with  immediate  change  of  position  may  also  be  practiced. 

NOTE. — Some  of  the  above  Desk  Exercises  may  be  found  difficult 
to  execute;  it  is  left  to  the  teacher's  judgment  to  select  such  games 
which  will  be  appropriate  for  the  class  in  charge.  They  will  be  an 
excellent  means  of  arousing  the  attention  of  the  pupils  if  conducted  in 
the  following  manner: 

Let  the  teacher  begin  the  rising  and  seating  exercises  very  slowly ; 
then,  as  the  attention  of  the  pupils  is  aroused,  let  the  action  become  more 
rapid  until  the  quickest  possible  motion  within  the  pupil's  power  has 
been  attained.  The  failure  of  a  pupil  to  arise  or  be  seated  at  the  given 
count  effects  the  defeat  of  the  file  or  division  in  which  he  or  she  may 
be  seated. 

COMPETITIVE  RACES. 
I. 

From  the  rear  seat,  run  up  one  aisle  and  down  the  other. 

II. 

Stand  against  the  rear  wall,  run  to  the  front-wall  blackboard,  write 
a  certain  number  or  word  and  return  to  the  seat. 

III. 

Stand  against  the  rear  wall,  run  to  the  front  part  of  the  room,  circle 
around  a  certain  object  and  return  to  the  seat,  after  circling  around 
the  last  seat.  IV  (Boys.) 

Like  3,  but  run  on  all  fours  (hands  and  feet). 

V. 

Four  at  a  time.  Start  from  the  four  corners  of  the  room,  once 
around. 

RELAY  RACES. 

I. 

From  6-8  members  in  a  team,  practice  as  team  races  the  various 
individual  races  above  given  (I,  II,  III,  IV  and  V).  In  II,  instead  of 
returning  to  seat  at  once,  they  must  touch  the  wall  first  and  then  hand 
the  chalk  to  the  next  runner. 


II. 

(Only  two  teams  at  a  time.) 

If,  for  instance,  the  room  has  6  rows  of  desks,  team  "A"  is  seated 
in  the  rear  to  your  right,  the  first  runner  in  the  last  seat;  team  "B"  is 
seated  in  the  left  row,  the  first  runner  in  the  first  seat.  Both  start  at  the 
same  time,  the  course  for  the  runner  of  team  "A"  being  as  follows:  Up 
the  aisle  between  the  6th  and  5th  rows,  down  between  the  5th  and  4th, 
up  between  the  4th  and  3rd,  down  between  the  3rd  and  2nd,  up  between 
the  2nd  and  ist,  down  the  outer  left  aisle  and  rear  of  room  to  tag  his 
next  runner  who  in  the  meantime  has  taken  his  seat  (the  last)  ;  the 
first  runner  of  team  "B"  goes  over  the  same  course,  but  begins  by  pass- 
ing through  the  front  part  of  the  room  and  down  the  outer  aisle  of  the 
right  side.  This  will  prevent  collision. 

(Next  page  for  plan.) 

& 


—52— 

COMPETITIVE  GAMES  WITH   WANDS,  DUMB-BELLS,   ETC. 

I. 

One  wand  is  held  horizontally  by  the  first  pupil  in  each  file  and  is 
passed  over  head  from  one  pupil  to  the  other. 

II. 

Pass  wand  from  the  rear  end  of  file. 
NOTE. — Pupils  must  have  arms  raised  in  a  bent  position  over  head. 

III. 

The  class  is  divided  into  two  divisions,  the  alternate  files  face  about. 
The  first  of  each  division  has  a  wand  and  passes  it  over  head  up  one 
file  and  down  the  next  until  it  reaches  the  last  pupil  of  each  division. 

IV. 

As  I,  but  each  member  faces  about  and  passes  the  wand  to  the 
next  member. 

V. 
As  III,  but  each  member  faces  about. 

VI. 

Execute  one-quarter  turn  left  (right)  and  take  one  arm's  length  dis- 
tance. Pass  wand  in  vertical  position  sideways  from  one  to  the  other 
until  it  reaches  the  last,  then  all  face  about  and  pass  wand  back  again 
to  the  leader. 

NOTE. — The  first  or  leader  of  each  file  is  supplied  with  a  wand. 

VII. 

As  VI,  in  two  divisions,  the  first  of  each  outer  file  is  supplied  with 
a  wand. 

VIII. 

As  VI  and  VII,  but  the  wand  passes  sideways  in  rear  of  body. 

NOTE. — Variations  are  permitted,  for  instance:  The  first  two  mem- 
bers of  each  file  are  supplied  with  the  apparatus,  or  the  first  three  or  four 
alternates  of  the  two  outer  files  are  supplied. 

Bean-bags,  dumb-bells  or  clubs  may  be  substituted  for  the  wands  in 
all  of  the  above  games. 

BEAN-BAG  GAMES. 

Teacher. 

A  circle  is  formed.  In  the  center  on  a  stool  or  any  other  elevation 
stands  the  teacher,  who  throws  the  bag  to  the  pupils  forming  the  circle. 
If  any  one  drops  the  bag,  he  has 'to  leave  the  circle.  If  the  teacher  drops 
the  bag,  he  has  to  step  into  the  circle,  whereupon  he  who  tossed  the 
bag  will  then  become'  teacher. 


—53— 

Odds  and  Evens. 

A  circle,  divided  into  alternate  ones  and  twos  about  two  steps  apart, 
is  arranged,  thus  forming  two  parties.  Each  of  the  two  leaders  has  a 
bean-bag  and  at  the  signal  of  the  umpire  to  begin  he  throws  the  bag  to 
the  nearest  of  his  party,  wHo  does  the  same,  and  so  on  until  the  bag 
returns  to  the  leader.  If  it  reaches  the  leader  of  the  "Odds"  first,  it 
counts  one  point  for  that  party.  Five  points  decide  the  game. 

Zig-Zag-Bag. 
I. 

The  pupils  are  divided  into  2  files.  The  bag  is  tossed  alternately 
from  one  file  to  the  other,  with  following  variations: 

Tossed  with  left  hand  and  caught  with  left; 

Tossed  with  right  hand  and  caught  with  right. 

Tossed  with  left  hand  and  caught  with  right. 

Tossed  with  right  hand  and  caught  with  left. 

Tossed  up  and  caught  by  individual  before  tossing  to  opposite  side 
as  above  with  either  or  both  hands,  also  under  opposite  arm. 

Clapping  hands  before  catching  and  various  other  variations. 

This  game  can  be  played  with  the  ball,  adding  bouncing  of  ball 
before  tossing  to  opposite  side,  etc. 

II. 

A  number  of  children  stand  in  a  circle  about  6  or  8  feet  apart  and 
the  bag  is  thrown  from  one  to  the  other.  It  may  be  thrown  with 
left  or  right  hand,  caught  with  one  hand  and  thrown  with  the  other  or 
both.  Various  positions,  such  as  side-stride,  deep-knee  bending  or  bal- 
ancing positions  may,,be  taken  while  catching  and  throwing  the  ball. 

Center-Bag. 

Form  an  open  circle  facing  inward.  Pass  or  toss  the  bag  around  to 
the  right  or  left,  skipping  one,  two  or  more  players  until  one  player 
misses  the  bag. 

The  one  who  missed  steps  into  the  circle  and  throws  the  bag  from 
the  center  to  anyone  in  the  circle.  This  player,  upon  catching  the  bag 
deposits  it  in  the  center  and  tries  to  tag  the  tosser  before  he  regains 
possession  of  it.  (This  player  may  pass  in  and  out  of  the  circle  in 
avoiding  him.)  If  he  succeeds  in  tagging  the  player  before  he  gets 
possession  of  the  bag,  the  player  is  out  of  the  game  until  released  by 
some  other  player  being  caught,  remaining  in  the  circle  until  so  released ; 
if  not  tagged  he  steps  back  into  the  circle  and  begins  anew. 

Tossing  the  Bag. 

A  circle  is  formed  with  one  of  the  players  in  the  center,  who  tosses 
the  bag  upward  and  calls  the  name  or  number  of  one  of  the  players 
as  the  bag  leaves  the  hands.  The  one  called  quickly  runs  forward  and 
tries  to  catch  the  bag;  if  successful,  he  in  turn  tosses  the  bag;  if  not, 


—54— 

he  is  out  of  the  game  and  the  former  player  keeps  up  the  tossing  until 
the  bag  is  caught. 

Rclav  Passing  of  the  Bcan-ba%. 

i. 

front  ranks  are  formed,  standing  opposite  each  other.  The 
first  player  of  each  rank  has  a  bean-bag.  At  the  teacher's  word  "Go," 
he  passes  the  bag  to  his  neighbor,  who  passes  it  to  the  next  and  so  until 
it  reaches  the  last  in  the  rank,  who  takes  the  bag,  runs  to  the  head  of 
the  rank  with  it  and  begins  passing  it  again.  This  action  is  continued 
until  the  first  player  is  again  in  his  positon  as  leader.  The  side  whose 
leader  is  first  in  place  is  winner  of  the  game. 

II. 

The  same  game  as  I,  but  flank  ranks  are  formed  and  the  bag  is 
passed  over  head. 

III.    (For  Boys.) 

Like  game  II,  but  the  players  stand  in  side-stride  position  and  the 
bean-bag  is  passed  between  the  legs;  o>  they  bend  trunk  forward  and 
pass  the  bag  sideways  left  or  right. 

NOTE.  —  The  latter  may  be  played  by  girls  also. 

IV. 
The  same  as  II,  but  each  player  faces  about  in  passing  the  bag. 

V. 
Hop  forward  after  passing  the  bag  in  the  side-straddle  position. 

VI. 
One  full  turn  of  each  member  before  passing  the  bag. 

VII. 

All  of  the  above  games  can  be  played  by  dividing  each  team  into 
two  divisions,  A  and  B,  placed  on  opposite  sides  of  room  or  gymnasium. 
Passing  the  bag  is  begun  with  the  first  one  of  division  A.  When 
the  bag  reaches  the  last  member  of  the  division,  this  member  carries 
the  bag  to  division  B,  where  the  bag  is  again  passed  down  the  line  and 
again  carried  to  the  other  division  by  the  last  member.  This  is  con- 
tinued until  every  member  of  both  divisions  has  carried  the  ball  to  the 
opposite  division.  See  fig. 


2! 


5| 


•^  — 

i/ 

B           ^     /' 
/' 

1  B 

i 

\l 

2? 

1 

J3 

7T/SM2  3j 

3 

• 

i 

14 

4 

4 

is 

• 

si 

•  :*. 

5 

—55— 

PREPARATORY  EXERCISES  FOR  BALL  GAMES. 

All  ball  games  demand  a  certain  agility  in  throwing  and  catching  the 
ball.  A  beginner,  therefore,  should  have  some  practice  in  such  exercises 
before  he  takes  part  in  regular  ball  games,  especially  the  more  complicated 
games,  as  basket,  captain,  or  foot-ball. 

The  following  exercises,  which  may  be  executed  with  a  basket-ball 
or  bean-bag,  will  answer  the  purpose. 

In  some  of  these  exercises  the  pupils  are  arranged  in  a  semi-circle,  in 
others  in  a  circle,  the  teacher  standing  in  the  center.  Exercises  are 
practiced  while  standing,  walking  or  running.  In  standing  the  teacher 
throws  the  ball  to  the  pupils,  who  return  it  in  the  same  way.  In  walking 
and  running  the  pupils  throw  the  ball  to  one  another. 

In  Standing. 

Class  arranged*  in  semi-circle.  Teacher  stands  in  center  and  throws 
the  ball  to  each  pupil  in  succession,  beginning  at  the  right.  After  all  in 
the.  semi-circle  have  thrown  the  ball  the  same  exercise  may  be  repeated, 
or  a  new  one  begun. 

.1. 

Straight  Throw. — Raise  the  ball  over  the  head,  arms  bent. 
NOTE. — Ball  must  be  caught  and  returned  immediately. 

II. 

Like  I,  but  repeat  (Double  Pass). 
NOTE. — The  ball  must  be  thrown  twice  to  the  same  person. 

III. 

Right  hand  side  throw. 

NOTE. — The  ball  thrown  by  the  teacher  with  the  right  hand  may  be 
caught  by  pupil  with  both  hands,  but  it  must  be  returned  with  the  right 
hand. 

IV. 
Left  hand  side  throw. 

V. 

Right  hand  side  backward  throw. 
NOTE. — Ball  is  thrown  sideways  in  rear  of  body. 

VI. 
Left  hand  side  backward  throw. 

VII. 

Right  hand  side  throw,  pass  under  left  elbow. 
NOTE. — In  throwing  the  ball  the  left  elbow  is  raised  and  vice  versa. 

VIII. 
Left  hand  side  throw,  pass  under  right  elbow. 


-56- 

IX. 

Feint  ball  and  right  hand  side  throw,  pass  under  left  arm. 
NOTE. — Feign  throwing  a  straight  ball  to  the  second  in  rank,  but 
throw  it  to  the  first  with  pass  under  left  arm. 

X. 
Like  exercise  IX.,  but  left  hand  pass  under  right  arm. 

XL 

Straight  throw  with  both  hands,  ball  over  head,  with  taking  one 
step,  forward. 

.XII. 
Like  exercise  XI,  but  with  stepping  backward. 

XIII. 
Like  exercise  XI,  but  with  leaping  to  the  front. 

XIV. 
Like  exercise  XI,  but  with  leaping  to  the  rear. 

In  Walking. 

Class  is  arranged  in  a  circle,  participants  three,  four  or  more  paces 
apart.    The  exercises  are  executed  while  walking. 

I. 
Straight  throw  over  head  backward. 

II. 

Straight  throw  over  head  forward. 

NOTE. — Thrower  faces  about  and  walks  backward  while  throwing  the 
ball,  then  faces  about  and  walks  forward  again. 

III. 

Right  hand  side  throw  while  walking  sideward  left  or  right. 

IV. 
Left  hand  side  throw  while  walking  sideward  right  or  left. 

V. 

Right  hand  side  backward  throw,  while  walking  sideward  left  or 
right. 

VI. 
Left  hand  side  backward  throw,  while  walking  sideward  right  or  left. 

VII. 

Right  hand  side  throw,  pass  ball  under  left  arm  while  walking  side- 
ward right  or  left. 

VIII. 

Left  hand  side  throw,  pass  ball  under  right  arm  while  walking  side- 
ward left  or  right. 


pl-l 

J/ 

In  Circle  While  Running. 

I. 
Straight  throw  over  head  backward. 

II. 

Straight  throw  over  head  forward. 

NOTE. — Thrower  faces  about  and  runs  backward  while  throwing  the 
ball. 

III. 
Throwing  ball  backward  right  with  both  hands  above  right  hip. 

IV. 
Like  exercise  III,  but  left. 

V. 
Throwing  with  right  hand  backward  left,  pass  under  left  arm. 

VI. 
Throwing  with  left  hand  backward  right,  pass  under  right  arm. 

BALL  GAMES. 
The  Traveling  Ball. 

I. 

A  circle  is  formed  facing  towards  the  center.  The  ball  passes  from 
hand  to  hand,  either  left  or  right.  One  player  outside  the  circle  tries  to 
touch  the  one  who  has  the  ball.  If  he  succeeds  the  two  change  places. 

II. 

Like  I,  but  two  balls  are  passed  and  two  players  run  to  catch  or  tag 
the  persons  handling  the  ball. 

III. 

If  many  players  take  part,  two  circles  may  be  formed,  one  within 
the  other.  . 

The  Flying  Ball. 

The  players  stand  in  a  front  circle,  some  distance  apart.  One  player, 
called  the  center,  stands  in  the  circle.  The  ball  is  thrown  from  one  player 
to  another  across  the  circle  or  may  be  passed  to  the  nearest  neighbor. 
The  center  tries  to  touch  the  ball;  if  he  succeeds,  the  one  who  last 
threw  the  ball  or  dropped  it  (as  that  may  happen  quite  often)  becomes 
center.  If  there  are  many  participants,  form  two  circles.  (The  circles 
may  be  formed  beside  or  within  each  other),  and  in  the  latter  case 
may  be  played  with  one  or  two  centers. 

Guess-Ball. 

Two  ranks,  A  and  B,  are  formed,  standing  on  the  opposite  sides  of 
the  room,  facing  each  other.  One  player  of  line  A  stands  in  the  center 
of  the  room  facing  his  rank.  A  hollow  rubbber  ball  is  passed  to  anyone 
in  rank  B,  from  where  the  ball  is  thrown  to^  hit  the  center  player.  If 


-58- 

he  is  struck,  he  will  quickly  turn  around  and  try  to  discover  the  ball- 
thrower.  If  he  names  the  right  one,  they  exchange  places,  the  one  going 
to  the  center  always  facing  his  rank.  If  the  center  player  makes  an 
incorrect  guess,  he  remains  in  place,  but  faces  about  so  as  to  give  the 
other  rank  a  chance  to  hit  him.  If  the  thrower  fails  to  strike  he  must 
exchange  places  with  the  center. 

Captain  Football. 

A  class  is  divided  into  two  divisions  facing  one  another  on 
lines  (guard  lines)  drawn  at  opposite  sides  of  a  gymnasium,  about 
forty  feet  apart.  A  basket  ball  lies  midway  between  these  two  lines. 
,  Two  short  lines  are  drawn  between  the  center  and  the  guard  lines  from 
which  the  game  is  begun  by  the  captains.  From  -four  to  six  members 
of  each  division  are  captains  and  take  their  position  on  the  short  lines 
between  center  and  guard  lines.  The  remainder  are  guards  and  stand 
on  the  guard  lines  with  hands  joined. 


A — Guard  Line 
B— Captain  Line 
C— Ball 


At  a  signal  from  the  umpire  the  captains  run  forward  to  seize  the 
ball  and  kick  it  over  the  opponent's  guard  line. 

If  a  ball  has  been  kicked  over  or  through  the  opponent's  line,  one 
point  is  scored  by  the  division  kicking  the  ball. 

The  guards  may  not  step  beyond  their  line,  but  may  kick  the  ball 
should  it  roll  within  reach,  thus  preventing  the  ball  from  passing  the  line. 

A  guard  may  run  back  to  catch  a  ball  which  has  been  kicked  over 
the  line.  If  the  ball  is  caught  before  it  touches  the  floor,  no  point  has 
been  scored. 

If,  by  chance,  a  guard  should  kick  the  ball  over  his  own  line,  the 
opposing  side  scores  a  point. 

After  a  point  has  been  made  the  captains  rejoin  the  guards  and  the 
next  four  or  six  guards  take  their  places  as  captains. 

Nothing  but  kicking  the  ball  is  allowed.  The  game  has  been  won 
by  the  side  scoring  the  most  points  after  all  have  been  captains. 

Rider-Ball. 

A  double  circle  is  formed.  The  players  forming  the  inner  circle  are 
called  the  horses,  those  forming  the  outer  circle,  the  riders.  An  umpire 
stands  in  the  center,  a  foot-ball  in  hand.  At  the  order  to  mount  the 
horses  place  one  foot  forward  and  bend  trunk  forward,  whereupon  the 
riders  mount.  The  umpire  throws  the  ball  to  one  of  the  riders,  who 
passess  or  tosses  it  to  other  riders.  If  one  misses  the  ball,  all  riders  dis- 


•   —59- 

mount  and  run  outward ;  the  horses  run  three  steps  forward  toward  the 
center  and  the  horse  standing  nearest  to  the  ball  quickly  picks  it  up  and 
shouts  "Halt!"  All  riders  stop  running  and  the  horse  that  has  the  ball 
now  tries  to  strike  the  nearest  rider  with  it.  If  the  rider  is  touched,  the 
riders  become  horses ;  otherwise  the  riders  mount  again  at  a  given  signal. 
If  the  horse  that  has  the  ball  is  too  far  away  from  any  rider,  but  could 
quickly  pass  it  to  some  other  horse  in  better  postion,  he  may  do  so,  but 
the  ball  must  not  be  dropped.  The  riders  may  dodge  the  ball,  but  may  not 
leave  their  place. 

NOTE. — Neither  side  is  allowed  to  run  after  the  command  "Halt!" 

is  given. 

Running  the  Gauntlet. 

The  players  are  divided  into  three  parts,  one  part  forming  a  semi- 
circle at  end  of  room  (the  members  numbered  consecutively),  the  other 
two  parts  forming  two  front  lines  facing  one  another  about  4  or  5  paces 
from  the  semi-circle,  thus   forming  a  gauntlet. 
*i      ^      A.  One  player  stands  in   front  of  semi-circle  and 

5f  "  ^         tosses  a  ball  upward  and,  while  tossing,  he  calls 

X  ^          the  number  of  one  of  the  members  of  the  semi- 

circle. Hereupon  he  whose  number  is  called 
must  run  forward  and  catch  the  ball  on  the  first 
bounce.  If  he  fails  to  do  this  he  must  run 
through  the  gauntlet  and  take  position  in  the 
gauntlet  at  the  inner  end  of  the  right  side  of  the 
gate,  while  all  other  gate-keepers  move  into  posi- 
tion from  the  semi-circle,  the  inner  left  side  gate- 
keeper joining  the  semi-circle  and  taking  the 
other's  number.  The  gate-keepers  are  armed 
with  beetles  (knotted  handkerchiefs)  and  stand 
in  wait  for  and  pound  every  one  who  tries  to 
OUTER  '  escape  through  the  gauntlet. 

If  the  ball  is  caught  on  the  first  bounce,  the 

successful  catcher  becomes  tosser  and  the  loser  joins  the  semi-circle  with 
the  other's  number. 

The  player  who  tossed,  the  last  uncaught  ball  begins  the  game  anew. 
Any  player  who  calls  a  number  higher  than  those  given  out,  or  who 
throws  the  ball  outside  a  given  circle,  or  who  forgets  to  call  a  number 
will  have  to  run  through  the  gate,  or,  as  it  is  called,  "run  the  gauntlet." 

NOTE. — Here  the  gate  opens  toward  some  corner  of  the  room,  allow- 
ing the  runner  space  to  slacken  the  speed  acquired  while  running  the 
gauntlet. 

Variations  to  running  the  gauntlet :  Leaping  over  horse,  flank,  front 
or  rear,  vault,  squat,  straddle.  Similar  exercises  over  bucks.  Leap  frdg 
over  an  individual  player.  Hurdling  over  some  bar,  raising  the  bar 
according  to  ability  of  class. 


Hand   Tennis. 

Mark  off  a  field  30  or  less  feet  in  length.  Across  the  center  of 
the  field  place  a  fish  pole  or  climbing-pole  upon  two  jumping  standards 
or  other  objects  about  three  feet  high.  The  pole  represents  the  net  of 
the  regular  tennis  court  and  divides  the  field  into  two  equal  parts. 

The  ball  used  is  the  ordinary  basket-ball.  Two  players  take  posi- 
tion on  opposite  sides  of  the  pole.  The  first  player  serves  the  ball  by 
letting  it  bounce  upon  the  floor  and  then  batting  it  over  the  pole  into 
his  opponent's  court  by  means  of  his  hand.  The  opponent  returns  the 
ball  by  batting  it,  either  before  or  after  the  bounce.  Every  fair  return 
counts  one  point  made  by  the  player  returning  the  ball,  and  that  player 
wins  the  game  who  scores  the  greatest  number  of  points  after  each  player 
has  served  the  ball  a  given  number  of  times.  Forcing  the  ball  out  of 
bounds  counts  one  point  for  the  opposite  side.  The  ball  should  be  kept 
in  play  as  long  as  possible. 

This  game  can  also  be  played  in  pairs  in  the  same  manner. 

Hand  Polo. 

Two  teams  are  formed  of  seven  (or  more)  players,  each  team  stand- 
ing on  a  line  drawn  about  five  feet  from  two  opposite  sides  of  a  gym- 
nasium or  playground.  This  line  is  the  goal  line.  The  players  may  be 

designated  as  follows:  \   u    i    «.  u  n  •       i      j  •     ^ 

A  basket  ball  is  placed  in  the  center 

i  i  of  the  field.    The  object  of  the  game  is 

j  GUARD  |  to  ron  the  ^a\\  over  the  own  gOai  nne 

with  one  hand. 


fULLBACK  I  e  worc    "Go!"  the  centers  run 

forward  in  an  attempt  to  start  the  ball 

I.  in  the  direction  of  their  goal.    The  half 

HALF  BACK,  backs  start  with  their  center  but  remain 

behind  him  a  sufficient  distance  to  re- 

II  ceive  the  ball  should  it  be  rolled  toward 

CENTER  •  them.     The  full  backs  receive  the  ball 

from   the   half   backs   and    roll   it   over 

II  the  goal  line.     The  guards  run  over  to 

HALFBACK  tne  opposite  side  and  try  to  head  off 

the  ball,  should  the  other  center  be  suc- 

||  cessful  in  starting  the  ball,  in  which  case 

FULLBACK  it  wiU»  of  course,  be  necessary  for  all 

players  to  move  toward  the  other  goal 

II  line.     As  soon  as  the  ball  is  rolled  over 

GUARD  tne  &oal  line  a  P°mt  is  scored  by  that 

side.     In  the  case  of  kicking,  throwing 

the  ball,  rolling  with  two  hands,  as  well  as  rough  play,  the  opposite  side 
is  given  the  advantage  of  one  or  more  yards  from  the  place  where  the 
offense  was  committed.  The  umpire  rolls  the  ball  to  this  place  from  the 
goal  line.  This  he  also  does  if  the  ball  has  passed  the  boundaries. 


— 6i— 


Indoor  Basket  Baseball. 

The  rules  governing  indoor  baseball  are  applied  here,  using  a  basket 
ball  instead  of  an  indoor  baseball  and  using  the  arm,  shoulder  or  fist 
instead  of  a  bat.  The  use  of  foot  or  knee  should  not  be  allowed. 

The  Boy  and  the  Hornet's  Nest. 

The  players  form  a  circle.  A  basket  ball  is  brought  into  play  by  one 
of  the  players,  who  is  in  the  center,  and  who  tosses  the  ball  to  some  one 
in  the  circle.  The  ball  is  then  tossed  or  pased  from  one  to  another,  the 
center  player  trying  to  touch  the  ball.  If  he  succeeds,  the  player  who 
last  had  the  ball  must  run  around  the  circle,  then  through  the  opening 
he  left  and  take  some  prescribed  position  within,  such  as  kneeling  on 
right  or  left  or  both  knees,  and  right  or  left  or  both  hands  up.  While  he 
is  endeavoring  and  until  he  has  gained  this  spot  and  position  of  safety, 
the  rest  of  the  players  may  hit  him  with  the  ball.  For  this  reason  the 
position  to  be  taken  should  be  changed  frequently  to  cause  confusion. 
Any  player  dropping  the  ball  pays  the  same  penalty.  Such  players 
then  change  places  with  the  one  in  the  center.  The  position  to  be  taken 
is  decided  upon  by  the  umpire.  The  position  is  momentary  only. 

Single  Base  Strike  Ball. 

A  class  is  divided  into  two  divisions  by  the  captains  or  umpire.  The 
ball  used  in  the  gymnasium  is  a  basket-ball  which  is  struck  with  fist  or 
arm.  On  the  playground,  however,  an  indoor  baseball  and  bat  rmfy  be 
used. 

Along  two  opposing  sides  of  a  gymnasium  or  playground  a  line  is 
drawn  to  designate  a  goal,  a  chair  or  buck  placed  at  the  farther  goal  line 
marks  the  base ;  the  one  placed  at  the  nearer  line  marks  the  home  base. 
Two  side  lines  drawn  perpendicular  to  the  goal  lines  at  their  extremities 
are  the  foul  lines. 

One  party,  the  "Outs,"  is  scattered  over  the  field  between  the  two 
goals,  the  other,  the  "Ins,"  stand  behind  the  home  goal  line,  the  players 
arranged  according  to  size.  , r^-, A- 


A — Goal  Line 
B— Foul  L  ne 
C— "Outs" 
D—  'Ins" 
E — Base 
F — Home  Base 
G — Tosser 
H— Batter 


cri 


LIT 


C    ^ 


—62— 

One  of  the  "Outs"  stands  on  or  behind  the  goal  line  to  toss  up  the 
ball,  not  higher  than  ten  feet.  One  of  the  "Ins"  bats  the  ball  with  fist  or 
arm  or  bat,  as  the  case  may  be. 

If  the  toss  was  a  fair  one  and  the  ball  successfully  struck,  the  batter 
runs  to  reach  the  base  and  return  to  the  home  base  before  he  is  touched 
or  hit  with  the  ball  by  one  of  the  "Outs."  If,  however,  he  thinks  the 
chance  for  running  unfavorable,  he  may  remain  on  the  goal  line. 

Not  more  than  one  strike  is  allowed. 

In  case  the  ball  was  not  tossed  fairly  (which  has  to  be  decided  by 
the  umpire)  a  second  or  third  strike  is  allowed.  A  foul  is  made  when  a 
fairly-tossed  ball  is  not  struck  at,  or  when  it  is  struck  beyond  the  foul 
lines.  In  case  of  a  foul  the  batter  steps  aside  on  the  goal  line  to  await 
his  chance  of  running  for  the  base.  The  chance  comes  when  the  ball  is 
tossed,  or  when  the  next  batter  strikes  the  ball. 

There  may  be  any  number  of  "Ins"  on  the  home  goal  line  waiting 
for  a  chance  to  run.  In  that  case,  they  may  form  a  chain  (by  grasping 
hands)  one  end  of  which  may  move  into  the  field  to  be  nearer  the  base 
when  the  time  for  running  comes.  When  this  occurs,  however,  the  last 
one  of  the  chain  must  have  one  foot  on  the  goal  line. 

If  one  of  the  chain  runs,  all  have  to  run.  If  one  of  these  is  touched 
or  hit  with  the  ball  before  reaching  the  base,  all  are  out. 

If  a  batted  ball  is  caught  in  the  air  by  one  of  the  "Outs"  the  batter 
is  out 

^ne-third  the  number  of  players  out,  decides  the  game. 

Combination  Captain  and  Basket  Bali 

The  players  are  divided  into  two  divisions,  as  in  the  .well  known  game 
of  captain  ball.  Taking  for  granted  that  there  are  thirteen  players  to  a 
side,  let  seven  act  as  basemen,  one  as  captain,  and  five  as  guards. 

The  field  of  play  is  divided  into  two  equal  parts  by  a  center  line. 
A  basket  is  at  either  end  of  the  gymnasium,  as  in  basket  ball.  Imme- 
diately in  front  of  the  basket  the  basemen,  standing  on  ordinary  spring- 
boards, are  arranged  in  a  semi-circle.  If  a  requisite  number  of  spring- 
boards is  not  at  hand,  squares  are  marked  out,  limiting  the  movements 
of  the  player.  One  of  the  basemen  is  placed  immediately  under  the 
basket,  one  to  the  right  and  left  of  the  basket,  which  we  will  call  basket 
men,  and  the  remaining  two  completing  the  semi-circle,  all  standing 
from  6  to  8  feet  apart.  The  captain  is  stationed  on  a  board  15  feet 
from  the  basket.  The  opposing  five  guards  take  any  desirable  place  in 
front  of  these  basemen  and  the  captain.  The  ball  is  tossed  up  in  the 
center  between  two  opposing  players  who  try,  by  means  of  batting  or 
catching  the  ball,  to  get  it  in  possession  of  their  side.  It  is  the  duty 
of  the  basemen  to  toss  the  ball  to  the  captain  or  one  of  the  basket  men ; 
the  duty  of  the  guard  is  to  prevent  this,  to  get  possession  of  the  ball  and 
to  throw  it  over  to  one  of  his  basemen. 


-63- 

oc 


G — Basket 


CO 

The  baseman  may  try  for  a  basket  and  if  successful,  two  points  are 
scored  by  this  side.    When  the  successfully  thrown  ball  falls  through  the  4 
basket,  the  player  under  the  basket  may  catch  it  and  toss  it  back  to  the 
basketmen  or  any  other  basemen,  for  the  ball  is  still  in  play. 

If  the  ball  is  tossed  from  a  baseman  to  his  captain,  one  point  is 
scored.  In  addition  the  captain  has  a  free  throw  for  the  basket;  if  he 
misses  the  basket,  the  baseman  who  threw  the  ball  to  him  has  a  try  for 
the  same.  A  basket  made  from  such  a  throw  scores  one  point.  After 
the  ball  reaches  the  captain's  hands  from  a  baseman,  it  is  dead  and  musts 
again  be  put  into  play  in  the  center. 

If  the  ball  makes  a  complete  circuit  of  the  semi-circle  without  skip- 
ping a  baseman,  two  points  are  scored.  The  movement  of  the  baseman 
and  captain  is  restricted  to  the  springboard  or  the  space  within  the 
marked  squares.  The  guards'  movements  are  limited  by  the  center  line 
only.  A  guard  may  not  cross  over  the  center  line  and  interfere  with  the 
play  on  the  opposite  side,  thus  avoiding  all  roughness.  Roughness  may 
be  punished,  by  giving  the  opposite  captain  a  free  throw. 

NOTE. — After  5  or  10  minutes'  play,  let  5  basemen  change  places  with 
their  guards. 

Medicine  Boll. 

The  class  is  divided  into  two  divisions  of  equal  strength,  lined  up 
on  opposite  sides  of  the  gymnasium  or  playground. 

A  medicine  ball  with  handle  is  used.  From  a  line  drawn  half  \vay 
between  the  two  divisons,  the  first  player  throws  the  ball  as  far  as  pos- 


-64- 

sible  in  the  direction  of  the  opposing  side.  The  first  player  of  the  second 
division  now  takes  his  position  on  the  spot  where  the  ball  first  dropped 
to  the  ground,  to  return  the  ball  as  far  over  the  line  as  is  in  his  power. 
This  is  done  in  turn  by  every  member  of  the  two  divisons. 

The  game  is  decided  as  follows:  If,  after  all  have  had  a  turn,  the 
ball  lies  between  the  center  line  and  the  first  division,  the  second  division 
has  won  the  game;  if  it  lies  on  the  other  side  of  the  line,  the  first  divison 
has  won. 

If  the  member  of  the  opposite  division  can  catch  the  ball  before  it 
drops  to  the  ground  he  may  take  two  steps  toward  the  other  side  before 
returning  the  ball.  Neither  side  has  more  than  one  throw  at  a  time. 
Interference  with  the  throw  is  not  permissible. 

When  played  on  a  field,  the  ball  should  be  hurled  by  the  handle; 
when  played  in  a  gymnasium,  the  ball  should  be  put  as  in  shot-putting. 

Siege  of  the  Fort. 

The  players  are  formed  in  a  circle  about  three  to  four  feet  apart, 
facing  inward.  The  square  is  marked  out  in  the  center  of  the  circle,  at 
each  corner  of  which  a  club  is  placed,  thus  forming  the  fort.  The  clubs 
are  placed  three  or  four  feet  apart  for  boys  and  six  feet  apart  for  girls,  as 
the  danger  of  knocking  down  the  clubs  with  the  skirts  in  defending  the 
fort  is  thus  lessened. 

One  player,  designated  the  captain  of  the  fort,  is  given  a  basket- 
ball and  takes  his  position  in  front  of  the  clubs.  The  object  of  the  cap- 
tain is  to  break  through  the  surrounding  forces  by  kicking  the  ball  out 
of  the  circle  between  two  players;  if  successful,  the  one  on  whose  right 
the  ball  has  passed  changes  place  with  the  captain.  The  captain  kicks  the 
ball  out  of  reach  over  the  players'  heads,  the  player  over  whom  it  passed 
has  a  right  to  try  to  bowl  over  some  of  the  clubs. 

It  is  the  object  of  the  encircling  or  besieging  force,  whenever  the 
ball  comes  near  to  knock  down  the  clubs  by  kicking  the  ball  or  striking 
it  with  the  hands.  If  a  player  kicks  or  knocks  it  out  of  the  circle  while  the 
clubs  are  up,  he  pays  the  penalty  by  exchanging  places  with  the  captain. 
In  order  to  be  relieved  of  his  position,  all  clubs  must  be  up  when  the 
captain  kicks  out  the  ball. 

Dodge  Bali  (A.) 

The  players  are  divided  into  two  equal  divisions  facing  one  another, 
placed  15  or  20  feet  apart.  A  basket  ball  or  soft  rubber  ball  is  used.  One 
of  the  players  in  a  division  begins  the  game  by  trying  to  hit  an  opposing 
player  with  the  ball.  The  player  aimed  at  may  dodge  the  ball  or  jump 
from  place  to  avoid  a  low  throw.  If  he  is  struck,  he  steps  to  the  opposing 
side ;  if  he  succeeds  in  avoiding  the  ball,  however,  he  receives  the  ball  and 
aims  it  at  some  player  in  the  opposite  division.  The  side  having  the 
lesser  number  of  players  at  the  end  of  a  given  time  has  lost. 


-65- 


In  this  game  two  balls  may  also  be  used,  making  it  more  exciting  and 
consequently  more  interesting. 

Dodge  Ball.      (£.) 

The  players  are  arranged  in  two  concentric  circles,  facing  one  another. 

Ball  used  as  in  A,  and  game  starts  as  in  A. 

The  player  hit  by  a  ball  is  declared  out  and  after  one  division  has 
lost  a  give  number  of  players  it  has  lost,  and  the  game  begins  anew. 

After  every  game  the  circles  exchange  places,  the  outer  becoming  the 
inner,  etc. 

Bounce  Ball. 

The  gymnasium  is  divided  into  two  equal  parts  by  a  line  drawn 
with  chalk  or  by  the  placing  of  balance-boards,  etc.  The  parties  are 
placed  on  each  side  10  to  12  feet  from  the  center  line.  The  number  of  par- 
ticipants is  limited. 


B 


One  player  of  party  A  throws  the  ball  in  such  a  manner  that  it 
touches  the  floor  and  bounds  over  the  center  line.  Party  B  now  strikes 
and  bounces  the  ball  back  over  the  line  into  the  opposite  field.  This  may- 
be done  in  various  ways,  as : 

1.  Return  the  ball  by  striking  before  it  touches  the  floor. 

2.  Return  the  ball  by  striking  after  it  touched  the  floor. 

3.  Strike  the  ball  to  touch  the  floor  and  then  strike  it  into  the  other 


field. 


4.  Bounce  the  ball  after  it  touches  the  floor  and  then  strike. 

5.  Strike  the  ball  to  touch  the  floor,  then  bounce  and  strike. 

Fouls. 

1.  The  incorrect  throwing  of  the  ball. 

2.  Touching  of  the  center  line. 

3.  Double  bouncing  of  the  ball. 

4.  Catching  of  the  ball  under  the  line. 

5.  Touching  the  ball  with  other  parts  of  the  body  than  the  hands 
and  touching  the  floor  outside  of  the  boundaries. 

Twenty  fouls  decide  the  game. 


Ball  Over  the  Rope.  (A.) 

The  game  may  be  played  by  10  to  40  participants.  An  ordinary 
foot,  basket,  or  medicine-ball  may  be  used.  The  ball  is  thrown  over  a 
rope  from  one  party  to  the  other  until  a  foul  is  made.  It  is  preferable 
to  throw  and  catch  the  ball  with  two  hands,  but  to  do  it  with  one  hand  is 
no  foul  Throwing  must  be  done  without  delay. 

Two  jumping-stands  for  vaulting  purposes  12  to  15  feet  apart,  with 
a  rope  about  5  feet  high,  are  placed  in  the  center  of  the  field,  which  is 
30  to  35  feet  long  and  15  to  20  feet  wide.  The  field  may  be  extended 
according  to  the  number  of  participants.  The  difficulty  of  the  game  is 
somewhat  increased  by  placing  the  rope  10  feet  high. 

a — Front  and  rear  boundaries, 
b — Side  boundaries, 
c — Rope  or  fish  pole. 

d — Fields. 

Rules. 

Each  of  the  equally  strong  parties  are  scat- 
tered over  their  respective  field ;  after  a  game, 
fields  are  changed.  Every  part  of  the  field  must 
be  protected ;  the  best  players  must  be  placed 
at  the  rear  and  side  boundaries.  The  ball  may 
be  thrown  any  way.  If  it  goes  above  height  of 
head  and  touches  the  ground  outside  the  rear 
or  side  boundaries  it  is  no  foul  and  must  be 
thrown  back  to  the  party  who  threw  it.  The 
party  that  made  the  first  20  fouls  has  lost  the 
game. 

The  fouls  are  called  aloud  by  an  umpire. 
Fouls. 

When  the  ball  goes  under  the  rope. 

When  the  ball  goes  outside  of  the  jumping-stand  into  the  other 


B 


I. 
2. 


field. 

3.  When  the  ball  touches  the  rope. 

4.  When  the  ball  is  raised,  kicked  or  stroked  over  the  rope. 

5.  When  the  correctly  thrown  ball  touches  the  ground  uncaught. 
On  touching  the  ground  the  ball  is  dead  and  the  party  into  whose 

field  the  ball  was  thrown  begins  again. 

The  player  who  caught  the  ball  must  throw  it;  transferring  to  a 
better  player  is  not  allowed.  The  livelier  the  game  is  played  the  more 
interesting  it  is. 

Ball  Over  the  Rope.  (£.) 

Two  jumping-stands  with  a  rope  about  6  to  7  feet  high  are  placed 
in  the  center  of  a  playground  15  to  30  feet  apart.  The  boundaries  must 
be  marked.  Eight  to  20  players  are  divided  into  two  equal  parties  (A 


-67- 

and  B)  and  are  arranged  in  flank  ranks  and  placed  outside  of  the  rear 
boundaries. 

UMPIRE 


B 


—  oj  ro  Tt  vn 


The  first  player  of  party  A  steps  into  his  field  and  throws  the  ball 
with  both  hands  over  the  rope  into  the  opposite  field  where  a  player  of 
party  B  has  taken  place  to  catch  the  ball.  After  having  thrown  the  ball, 
player  one  of  party  A  runs  to  the  rear  of  his  line.  All  other  players 
move  forward  so  that  player  2  now  occupies  the  place  of  player  I .  Player 
i  of  party  B  without  pause  throws  the  ball  into  the  opposite  field,  etc. 

The  ball  may  be  thrown  from  any  part  of  the  field,  but  only  the 
player  standing  in  the  field  may  catch  it. 

Rules. 

1.  An  unbounced  ball  counts  I  point. 

2.  A  ball  thrown  below  the  rope  counts  i  for  opposing  party. 

3.  A  ball  thrown  over  the  boundaries  counts  i  for  opposing  party. 
If  the  latter  ball  is  caught  by  that  party  I  point  is  added. 
Twenty  points  won  decide  the  game. 

After  a  game  the  parties  change  fields.  The  points  made  are  called 
aloud  by  an  umpire. 

NOTE  TO  BALL  GAMES. — A  large  number  of  games  enumerated  under 
Bean-bag  and  Dumb-bell  Games  can  be  played  with  basket-balls  or  medi- 
cine balls,  making  these  games  far  more  interesting. 

It  is  left  to  the  discretion  of  the  teacher  to  choose  such  games  as 
may  suit  the  purpose  and  the  supply  of  material  at  hand.  I  particularly 
classed  these  games  where  I  did,  because  bean-bags  and  dumb-bells  are 
procured  at  less  expense  and  are  almost  always  at  hand. 

COMPETITION  RUNNING  GAMES. 
Dumb-Bell  Race. 

I. 

According  as  space  permits,  two,  four,  or  more  players  may  take 
part  at  a  time. 

Each  of  the  players  places  four  dumb-bells,  each  four  steps  apart, 
upon  the  floor  and  returns  to  the  goal.  At  the  command  "Go !"  they  run 
toward  the  bells  and,  picking  up  the  first  bell,  bring  it  to  the  goal,  then 
the  second,  the  third  and  the  fourth.  The  player  who  succeeds  in  bringing 
all  the  bells  to  goal  first,  wins. 


II. 

Like  I,  but  pick  up  the  last  bell  first,  then  the  second,  etc. 

III. 
Like  I,  but  pick  up  one  bell  after  the  other  before  returning  to  goal. 

IV. 
Like  III,  but  pick  up  the  last  bell  first. 

V. 

Like  games  I,  II,  III  and  IV,  only  reverse  the  order;  instead  of 
bringing  the  bells  to  goal,  let  the  players  distribute  them  to  the  four  marks 
on  the  floor. 

NOTE. — Variations,  such  as  hopping,  running  backward,  etc.,  may  be 
substituted.  The  games  may  also  be  played  with  Indian  Clubs,  blocks, 
erasers,  etc. 

ANTAGONISTIC  GAMES. 

Pushing. 

Two  players  stand  opposite  each  other,  right  hand  placed  on  oppon- 
ent's shoulder,  left  hand  under  his  right  shoulder,  the  left  leg  placed 
forward,  knee  bent.  At  the  command  "Push!"  the  opponents  try  to  push 
each  other  over  a  line  drawn  in  rear  of  them.  He  who  succeeds  is  winner. 
NOTE. — Tearing  at  the  clothes  is  not  permitted.  The  game  may  be 
played  by  a  larger  number  of  pupils  at  the  same  time. 

The  same  game  may  be  played  with  arms  folded  forward. 

Pushing  With  Hopping.     (Rooster  Fight). 

The  two  players  fold  arms  forward  and,  hopping  on  one  leg,  push 
with  their  shoulders  against  each  other.  The  one  who  touches  the  floor 
with  both  feet  first,  loses. 

NOTE. — Changing  of  feet  is  allowed. 

Forcing  Out  of  Circle. 

One  player,  standing  with  one  foot  in  a  small  circle,  arms  folded, 
has  to  defend  himself  against  one  or  two,  also  arms  folded,  hopping 
against  him.  If  they  succeed  in  pushing  him  out  of  the  circle,  he  has 
lost.  If  one  of  those  attacking  touches  the  floor  with  both  feet,  they 
have  lost.  Attacking  and  defending  has  to  be  done  with  the  shoulders. 

PulUng. 

The  players  stand  opposite  each  other  and  a  line  is  drawn  between 
them.  Then,  after  both  hands  are  joined,  left  or  right  foot  placed  back- 
ward, rear  knee  bent,  the  order  to  pull  is  given.  He  who  is  pulled  out 
of  line,  loses. 

Opponents  stand  with  only  the  right  hand  joined  and  then  pull.  Not 
to  get  one  sided,  join  left  hand  occasionally. 


Sitting  on  the  floor,  feet  towards  feet,  hands  joined,  the  players  try 
to  pull  each  other  up  and  over.  The  one  pulled  over  loses. 

Two  opponents  in  leaning-support,  face  to  face,  a  webbing-strap 
around  their  necks,  try  to  pull  each  other  over  a  drawn  line.  He  who 
pulls  the  other  over,  wins. 

NOTE. — The  same  may  be  done  in  facing  the  opposite  direction.  In 
this  case  the  strap  must  of  course  be  longer  and  placed  under  one  shoulder 
and  over  the  other. 

Pulling  with  Hopping. 

Two  players  join  hands  and,  hopping  on  one  foot,  pull  each  other. 
He  who  touches  the  floor  first  with  both  feet,  has  lost. 

NOTE. — Changing  of  hand  and  foot  is  allowed. 

ANTAGONISTIC  GAMES  WITH  APPARATI. 

PULLING. 

Tug  of  War. 

This  game  may  be  played  by  two  or  any  number  of  pupils,  according 
to  the  space  and  the  length  of  the  rope. 

A  number  of  players,  divided  into  two  teams,  matched  as  evenly  as 
possible,  are  selected.  The  two  leaders  may  choose  numbers.  At  com- 
mand they  take  hold  of  the  rope  placed  in  the  center  of  the  room  and 
stand  face  to  face,  one  hand  ahead  of  the  other  and  one  leg  placed  back- 
ward, knee  bent.  As  soon  as  the  umpire  has  said  "Get  ready — Go !"  each 
party  tries  to  pull  the  other  over  a  drawn  line.  The  party  which  is  pulled 
over  twice  out  of  three  attempts  or  trials,  loses. 

The  rope  may  also  be  taken  the  following  way:  The  right  hand  in 
front  of  the  body,  the  left  hand  to  the  rear,  forearm  in  small  of  back. 

Play  the  same  game  in  sitting  position.  The  party  that  pulls  the 
most  rope,  wins. 

Pull  and  Raise. 

A  wand  held  over  head  by  No.  I  has  to  be  pulled  down  by  No.  2, 
who,  if  he  has  succeeded  in  doing  so,  must  also  raise  it.  (No.  I  resists 
in  both  cases.)  Then  No.  2  exchanges  places  with  No.  I. 

NOTE. — In  raising  wand  take  reverse  grip. 
Pushing  with  Wand. 

'i\vo  opponents  take  hold  of  a  strong  wand,  the  right  hands  at  the 
extreme  ends,  left  hands  a  little  to  the  right  and  left  of  the  center 
respectively. 

The  left  leg  is  placed  forward,  knee  bent.  One  tries  to  push  the 
other  over  a  drawn  mark. 

Pushing  with  Two  Wands. 

Two  players,  face  to  face,  place  two  wands  under  each  other's 
shoulders,  arms  bent,  hands  grasping  wand  with  underhold.  One  player 


—70— 

tries  to  push  the  other  over  a  drawn  mark.     If  the  game  is  played  with 
long,  strong  wands,  teams  of  three  or  four  may  take  part  at  a  time. 
NOTE. — This  game  may  also  be  played  with  hopping. 

Wand  Wrestling. 

A  wand  is  held  by  two  players,  the  right  hand  taking  underhold  at 
the  extreme  end  of  the  wand,  the  left  hand  an  upper  hold  close  to  the 
opponent's  right  hand.  Try  to  wrench  and  twist  the  wand  out  of  the 
other's  hands. 

NOTE. — Upper  or  ordinary  hold — knuckles  upward,  thumb  inward  ; 
under  or  reversed  hold — knuckles  downward,  thumb  outward. 

Wrestling  in  a  Circle. 

A  circle  is  formed  by  about  6  to  10  pupils.  In  the  center  an  Indian 
club  is  placed.  The  pupils,  whose  hands  are  firmly  connected,  then  move 
cautiously  around  and  towards  the  club,  each  trying  to  make  his  neighbor 
touch  the  same  and  knock  it  over.  He  who  knocks  the  club  down  is  out 
of  the  play.  The  game  continues  until  there  are  too  few  l^fefey-  With 
older  pupils,  also  with  larger  number,  the  game  with  but  ol^Hffb  is  too 
simple;  take  three  or  four  and  finally  place  a  large  balll^l^Sen  the 
formed  group  of  clubs,  thus  increasing  the  difficulty  of  the  game. 

Wrestling  in  the  Triangle. 
Three  clubs  are  placed  on  the  floor  in  a  triangular  shape.  Two 
players  grasp  hands  firmly  and  take  positions,  standing  upon  one  foot, 
with  the  clubs  between  them.  At  the  word  "Go!"  the  players  attempt 
by  pulling  and  pushing,  to  make  the  other  knock  down  a  club.  The  one 
succeeding  wins.  It  is  prearranged  that  the  players  hop  on  the  same 
foot  constantly  or  hop  from  one  foot  to  the  other;  if,  however,  one 
player  touches  the  floor  with  both  feet,  he  has  lost. 

Grip  Test. 

Two  players  stand  opposite  one  another,  grasping  a  wand  with  both 
hands  raised  over  head,  one  foot  placed  forward. 

Upon  a  given  signal  both  press  the  wand  downward,  keeping  the 
wand  grasped  firmly.  The  one  succeeding  in  turning  the  wand  in  his 
opponent's  hands  is  the  winner  and  has  the  stronger  grip. 

CLASS  GAMES. 

*  Cat  and  Mouse. 

The  players  form  a  circle,  grasping  each  other's  hands  and  stand- 
ing about  one  arm's  length  apart.  One  pupil  is  selected  to  be  the  cat, 
another  to  be  the  mouse.  The  former  stands  outside  of  the  circle,  the 
latter  inside.  The  cat  tries  to  catch  the  mouse.  The  pupils  forming 
the  circle  may  favor  one  or  the  other  by  raising  the  arms,  so  as  to  allow 
him  to  pass  quickly  or  they  may  oppose  by  not  allowing  him  to  pass 


in  or  out  of  the  circle.  As  soon  as  the  mouse  is  caught,  two  other  players 
are  chosen  cat  and  mouse  respectively,  and  the  former  players  resume 
their  places  in  the  circle. 

Come  Along. 

The  players  form  a  close  circle.  One  passes  around  the  outside 
of  the  circle  and,  touching  one  of  the  players  on  the  shoulder,  says 
"Come  along."  He  then  runs  to  the  right,  the  other  to  the  left.  Both 
try  to  get  into  the  vacant  place ;  he  who  gets  in  first  may  stay,  while  the 
other  goes  around  as  before. 

Variations. 

1.  To  introduce  the  game  let  players  upon  being  touched  try  to 
overtake  and  tag  the  runnen 

2.  Run  in  opposite  direction  and  upon  meeting  grasp  right  or  left 
hand  and  4-4  circle  before  going  on. 

3.  Slap  opponent's  right  hand  with  left,  left  with  left,  then  both 
hands,  before  going  on. 

4.  Circle  around  some  given  object,  and  numerous  other  variations 
as  above  may  suggest. 

Beetle  Goes  Around. 

The  players  stand  in  a  closed  circle,  hands  behind  body,  so  as  to  be 
ready  to  grasp  the  offered  beetle.  All  face  inward.  One  participant 
who  walks  outside  the  circle,  may  slap  any  one  who  turns  his  head.  After 
walking  or  running  a  short  distance  saying  "Beetle  is  out,  don't  face 
about,"  he  puts  the  beetle  into  the  hands  of  someone  and  running  away 
says,  "Beetle  move."  The  receiver  of  the  beetle  now  strikes  the  nearest 
player  to  the  right,  who,  trying  to  avoid  the  beetle,  runs  quickly  around 
the  circle  to  his  place.  The  play  goes  on  until  all  have  had  the  beetle. 

NOTE. — The  players  who  have  had  the  beetle  fold  arms  or  grasp 
hands  in  front,  thus  avoiding  being  given  the  beetle  a  second  time. 

Gardener  and  Tramp. 

This  game  is  similar  to  cat  and  mouse,  but  in  this  game  both  players 
are  in  the  circle.  "What  are  you  doing  in  my  garden  ?"  asks  the  gardener. 
"Eating  berries,"  answers  the  tramp.  "Who  let  you  in?"  "No  one,  I 
jumped  over  the  fence,"  and  with  this  the  tramp  runs  away.  The  gardener 
gives  chase  until  the  tramp  is  caught. 

Forming  a  Chain.      A. 

A  number  of  players,  say  16,  divided  into  two  equal  parties,  form  one 
line,  hands  joined.  At  the  command  "Run!"  the  two  at  the  extreme 
ends  of  the  line  run  towards  and  pass  between  the  center  two,  all  follow- 
ing. After  all  have  passed,  the  center  two  turn  about,  hands  kept  joined, 
arms  across  chest;  then  the  line  winds  between  the  next  two  nearest 
to  the  center  and  so  on  to  the  last.  The  division  forming  complete 


—72— 

chain  first  wins.    At  the  command  "Face  about!"  all  execute  half  turn, 
raising  arms  overhead,  but  keeping  the  hands  joined. 

Forming  a  Chain.   B. 

Like  A,  but  two  equal  parties  stand  opposite  one  another. 

Catching  Fish. 

Two  ranks  of  players  (the  fishers)  with  joined  hands,  stand  opposite 
each  other  at  the  end  of  the  room.  An  equal  number  stand  in  the  center 
(the  fish).  The  fishers  move  forward  towards  the  center,  the  fish  try 
to  escape ;  breaking  the  ranks  (net)  is  not  allowed.  All  fish  caught  stand 
aside  and  no  longer  take  part  in  the  game.  The  remaining  fish  then 
become  fishers,  the  former  fishers  becoming  fish.  The  game  continues 
until  the  last  fish  is  caught. 

Black  and  White. 

The  class  is  divided  into  two  parties,  one  called  "Black,"  the  other 
"White."  A  chalk  line  divides  the  parties,  who  stand  with  the  left  foot 
close  to  the  line,  facing  outward.  A  goal  line  is  also  drawn  5  to  6  feet 
from  each  side  of  the  room.  The  teacher,  standing  where  plainly  seen 
by  all  the  players,  calls  out  either  "Black"  or  "White."  If  "Black"  is 
called,  this  party  has  to  run  towards  its  own  goal  line,  the  party  "White" 
chasing.  If  "White"  is  called,  that  party  runs  and  "Black"  chases.  Any 
one  caught  before  reaching  the  goal  drops  out  of  the  game.  The  party 
which  finally  has  the  least  number  of  players  or  none  left,  has  lost 
the  game. 

Three  Deep. 

The  players  form  a  double  circle,  one  within  the  other.  The  dis- 
tance between  the  members  of  a  circle  must  be  two  or  three  steps.  Two 
players  begin  the  game.  One  runs  around  the  outer  circle,  the  other 
tries  to  tag  him.  The  runner  quickly  moves  to  the  inside  in  front  of 
a  pair  of  players  and  then  the  last  or  outside  player  must  run.  If  the 
tagger  succeeds  in  touching  the  runner  before  he  jumps  inside  they 
reverse  the  running,  making  it  a  rule,  that  the  one  who  has  tagged  must 
get  in  front  of  a  pair  at  once.  Never  run  across  the  circle  or  between 
circles  to  reach  the  inside. 

NOTE. — This  game  may  be  played  with  the  members  of  the  pairs 
facing  one  another,  the  runner  getting  between  any  pair.  The  one 
towards  whom  he  turns  his  back  must  run  away.  In  this  variation 
cutting  through  the  circle  is  permissible  and  advisable. 

Hawk  and  Hen. 

\  party  of  10  or  12  players,  so-called  "hens,"  stand  in  line  behind 
each  other,  hands  on  front  member's  shoulders.  The  first  raises  the 
arms  sideways  to  protect  those  behind  her.  One  player,  the  "hawk," 
tries  to  catch  one  of  the  hens,  not  the  first  and  second  of  the  line.  The 


—73— 

first  hen  must  face  the  hawk  through  all  the  movements  and  all  the  other 
hens  keep  in  line  with  her  and  out  of  the  hawk's  reach.  When  a  hen 
is  caught,  she  is  out  of  the  play.  Both  the  hawk  and  the  first  hen  take 
position  at  the  rear  of  the  line,  the  next  two  hens  becoming  hawk  and 
hen,  respectively. 

Attack  on  the  Castle. 

Four  two-foot  squares  are  marked  off  on  the  floor,  a  certain  dis- 
tance apart,  along  the  wall,  and,  at  the  left  side  of  each,  a  prison.  These 
squares  are  the  forts  of  the  castle.  In  each  square  stands  a  captain, 
who  defends  it.  In  front  of  each  square  stand  four  soldiers  of  the 
opposing  force,  who  try  to  storm  the  fort.  Two  of  them  may  attack  at 
the  same  time,  the  others  constituting  a  reserve  force.  If  one  succeeds 
in  puting  his  foot  or  hand  into  the  square,  it  counts  one  point  for,  the 
attacking  force.  If  the  captain  touches  him  before  he  does  this  he  is 
made  a  prisoner  and  goes  to  the  prison.  Two  points  decide  the  battle  in 
favor  of  the  attacking  force;  two  prisoners  decide  it  for  the  defending 
force.  If  the  fight  stops  on  one  fortification,  it  must  still  go  on  at  the 
others,  until  the  last  is  taken,  or  successfully  defended.  The  points  made 
on  either  side  are  then  counted,  and  the  side  having  the  greatest  number 
of  points  wins. 

Hound  and  Hare. 

This  game  is  similar  to  cat  and  mouse,  but  differs  in  the  formation 
of  the  players.  They  are  arranged  in  ranks  and  files,  rank  as  well  as  file 
members  standing  two  steps  apart,  hands  joined,  thus  forming  hedges 
and  the  spaces  forming  lanes.  The  hound  stands  in  front  of  the  first 
rank,  or  hedge^  the  hare  between  ranks  and  files,  or  so-called  lanes.  At 
the  command  "Run!"  the  hound  runs  after  the  hare.  If  the  hound  is 
near  the  hare,  the  teacher-  may  give  the  order  to  face  quarter  turn  right ; 
all  then  face  quickly  and  join  hands  again  with  the  near  neighbors,  thus 
making  it  difficult  for  the  hound  to  catch  the  hare. 

NOTE. — With  the  older  pupils  the  rank  members,  instead  of  join- 
ing hands  to  connect  the  ranks  and  files,  may  also  use  wands;  these 
are  to  be  carried  in  the  right  hand  when  facing  right,  the  outside  members 
with  wands  vacated  shouldering  the  same.  Tagging  across  the  hedges 
is  not  permitted,  a  fair  catch  being  made  only  in  the  lanes. 

Bogey-Man. 

One  player,  the  "Bogey-Man,"  stands  in  one  goal  and,  running  out, 
calls  "Are  you  afraid  of  the  bogey-man?"  All  the  other  players,  stand- 
ing on  the  goal  opposite  the  bogey-man,  answer  "no,"  and  run  forward 
towards  his  goal,  whereat  the  bogey-man  tries  to  catch  one  of  the  players. 
The  one  caught  must  follow  the  bogey-man  to  the  opposite  goal  and 
from  here  both  run,  with  or  without  joining  hands,  to  catch  the  rest 
of  the  players.  The  game  ends  when  all  have  been  caught. 


—74— 


Last  Couple  Out.    \ 

The  class  is  formed  into  one  or  more  columns  of  twos,  according 
to  the  space  and  number  of  pupils.  They  take  their  position  at  one  end 
of  gymnasium  or  play  ground. 

At  the  head  of  the  column,  one  member  of  the  division  stands  with 
his  back  to  the  rest  of  the  players  and  calls:  "Last  couple  out!"  (The 
teacher  may  also  give  the  signals  by  clapping  hands.) 

Upon  the  given  signal  the  last  couple  runs  forward,  one  member 
on  each  side  of  the  column,  and  tries  to  rejoin  before  one  of  them  is 
tagged  by  the  leader.  The  one  caught  becomes  the  partner  of  the  leader 
and  the  couple  then  takes  its  position  at  the  head  of  the  column.  The 
one  not  caught  now  becomes  the  leader. 

The  leader  must  not  look  back  nor  start  too  soon ;  he  must  depend 
upon  his  sense  of  hearing  and  start  when  the  players  are  slightly  to  the 
rear  of  him.  The  leader  must  remain  the  leader  until  one  of  a  couple 
is  caught,  or  the  teacher  believes  he  has  run  long  enough,  when  another 
player  may  be  chosen  to  take  his  place. 

Rabbits. 

A  South  African  Gymnastic  Game. 

The  playground  is  an  oblong  about  20  by  90  feet,  divided  into  14 
equally  large  fields  (see  diagram).  The  two  playing  teams  consist 
each  of  9  men,  one  of  which  is  captain,  Jhe  one  team  being  guards 

(hunters),  and  the  other  runners  (rab- 
bits). The  object  of  the  game  is  for  one 
of  the  rabbits  to  pass  all  the  hunters  and, 
after  having  reached  the  other  end,  to 
again  return  to  the  starting  place  without 
being  tagged.  At  the  start  the  guards 
are  stationed  in  their  respective  lines  in 
the  center  of  the  field.  During  the  game 
they  must  stay  on  their  own  lines,  but  are 
allowed  to  run  from  side  to  side;  the 
captain,  however,  can  run  in  any  line 
(either  lengthwise  or  crosswise).  After 
placing  all  his  men,  the  captain  calls 
"Ready!"  or  "Rabbits!"  The  game  is 
then  started  by  one  or  more  of  the  rab- 
bits crossing  over  into  one  of  the  upper 
fields  without  being  tagged  by  a  guard. 
Thus,  as  the  opportunity  offers  itself,  he 
crosses  over  and  moves  forward,  evading 
the  hunters  (guards)  who  try  to  tag  him. 
The  others  follow.  Should  a  rabbit  be 
tagged  he  is  "dead."  Three  "dead"  rab- 
bits bring  about  a  change  of  sides,  those 


9 

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—75— 

being  hunters  becoming  rabbits,  and  vice  versa.  Should  a  rabbit  succeed 
in  getting  across  the  8th  line  he  starts  back,  and  now  the  hunters  must 
watch  the  rabbits  coming  from  both  ends.  If  a  rabbit  succeeds  in 
getting  to  the  rear  and  back  again  to  the  starting  point,  he  cries  "Hasi  !"- 
"Rabbits!"  which  signifies  a  game  won  for  his  side,  upon  which  all  the 
runners  again  start  a  new  game.  When  more  than  18  men  play  they  lay 
out  two  grounds  adjoining  one  another  or  add  more  fields  to  the  end  of 
one. 

NOTE. — The  above  game  was  played  by  the  Boers  in  St.  Louis  and 
published  by  William  Stecher  in  Mind  and  Body. 

Policeman  and  Robber. 

One-half  of  the  number  of  players,  the  policemen,  are  stationed  at 
one  end  of  the  gymnasium  or  play  ground,  the  other  half,  the  robbers, 
are  stationed  on  the  opposite  side.  A  starting  point  is  fixed  at  either  end. 
An  object,  such  as  a  dumb-bell,  club,  etc.,  is  placed  on  the  floor  or  stool 
at  a  distance  from  the  robbers  of  one-quarter  or  one-third  of  that  between 
both  parties.  The  policeman  is  armed  with  a  beetle.  One  player  of  each 
party  steps  upon  his  respective  mark.  At  the  command  "Go!"  the  rob- 
ber tries  to  get  possession  of  the  object  and  return  to  his  mark  before 
the  policeman  overtakes  him  and  strikes  him  with  the  beetle. 

If  the  robber  is  struck  he  becomes  the  policeman's  prisoner;  if  he 
succeeds  in  returning  with  the  object,  the  policeman  is  taken  to  the  rob- 
bers' den.  The  side  having  the  most  prisoners  after  all  have  run,  is 
declared  victorious. 

Fox  in  His  Den. 

The  pupils  are  scattered  promiscuously  about  the  playground.  A  cir- 
cular space,  with  a  radius  of  about  10  feet,  defined  by  a  chalk  mark  or 
other  means,  in  one  corner  of  the  gymnasium,  designates  the  den.  One 
player,  supplied  with  a  beetle,  is  assigned  a  position  within  the  den  and 
upon  emerging,  in  order  to  make  a  prisoner  of  one  of  the  players,  he 
must  either  hop  upon  one  foot  or,  while  running,  emit  a  clear  humming 
sound  without  a  break  in  his  voice.  Upon  failing  to  do  one  or  the  other, 
the  remaining  players  are  allowed  to  beat  him  until  he  returns  to  his  den ; 
if  he  succeeds  in  striking  a  player  while  hopping  or  humming,  that  player 
must  run  to  the  den  at  once,  the  other  players  having  the  right  to  beat 
him  until  he  reaches  it.  The  player  caught  then  becomes  the  fox  and 
starts  out  in  the  manner  of  his  predecessor.  The  original  fox,  as  well  as 
all  succeeding  players  who  are  caught,  remain  in  the  den  until  all  have 
become  foxes. 

The  players  are  not  allowed  to  run  into  the  den  until  caught,  under 
penalty  of  being  beaten  by  the  foxes  therein. 

Variation  to  Fox  in  His  Den. 

Should  a  large  play  ground  or  gymnasium  be  at  the  disposal  of  the 
class,  the  following  variation  makes  this  game  very  interesting: 


-76- 

After  a  player  is  caught,  he  becomes  an  assistant  to  the  fox,  form- 
ing a  chain  by  grasping  hands.  The  chain  may  consist  of  two  or  three 
foxes.  Should  the  chain  be  broken,  all  members  of  this  chain  are  liable 
to  persecution,  until  they  have  again  reached  the  den. 

It  is  to  be  understood  that  in  the  variation  the  foxes  must  return  to 
the  den  after  striking  a  player  before  the  game  can  be  resumed. 

NOTE  TO  SOME  OF  THE  ABOVE  GAMES. 

Hawk  and  Hen  can  be  played  as  a  beetle  game  by  arming  the  hawk 
with  a  beetle.  After  he  successfully  strikes  the  last  player  in  the  file  the 
game  is  ended. 

Three  Deep.  The  runner  is  armed  with  a  beetle.  Upon  striking 
the  player,  he  drops  the  beetle,  whereupon  this  player  quickly  picks  it  up 
and  gives  chase. 

Attack  on  the  Castle.  Let  the  captain  be  armed  with  a  beetle,  in 
which  case  allow  three  players  to  attack. 


..  Date 

Mend  b/V> 


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